SuperTD
Adventurer
An interesting and very long thread on traps I'm going to try and port over to here slowly over the next month. Thanks to @MerricB for the tool to make this so much easier!
[sblock=Page 1] Originally posted by kraleck:
Are you a DM? Do you need a clever trap but have no time or imagination? Then do we have a thread for you Explosive Runes. There are all sort of traps that we would like to make but cannot properly implement due to difficulty or vast complexity of the trap. Let's come up with some good, mostly simple traps everyone.
Let me kick things off with:
1. The PCs hear growling in the next room (just a magically looping recording through a speaker). Through the door is a long, darkened (but not completely dark) hallway that the PCs are unable to see the other side of. Eventually the PCs find that the hallway just goes on and on and on and on and on...
This trap is actually a teleportation trap. When the PCs get so far down a long hall, let's say 2/3 of the way through, they are teleported back to about the 1/3 mark of the hall. This is a good way to kill time to wear out buff spells that the PCs will have cast before entering the hall and wasted.
If the PCs see that they are looping back with Search checks or by having one person scout ahead and come up from behind his allies, then the PCs can avoid the teleportation effect by making an Escape Artist check (aided by Balance if they have 5+ ranks) to slide against the wall around the teleport field (it is 3 feet away from both walls).
Let's see what traps you can come up with for beginner players and DMs.
Originally posted by pierow37:
OK.
The PC's enter a 15 foot, by 15 foot room. On the far side is a locked door. in the middle of theh room is a time telling device, but the hands are movable. They are also detachable. but come back if you are not touching the squares adjacent to the time telling device. Just use as the returning ranged magic weapon effect. One is red, and has in absyll: 1, the other is dragonic and reads: 2.
There are 2 runes of each side, one north, one south. the north one reads, in dragonic: OPEN, while the other reads in absyll: CLOSE. One of the two hands is facing one of them, one racing open, other facing closed.
If both hands are put on open, the time telling device explodes dealing 4d8+12 to everyone in the room. but also opens the door. If both hands are on closed, then the same thing happens.
a DC search check 20 reveals a small hole on each side of it, if BOTH clock hands are inserted into the things, then itn will work. but the Absyll one MUST go in the dragonic one. and vis versa. If they are inserted the wrong way, the same thing happens as above, but dealing a critical hit X2.
Originally posted by zombiegleemax:
Simple pit trap - worked well as follows ; pit has two flaps over it first one has its pivot at the near end and is 10 feet long . Second flap has its pivot half way along its length and is also 10 feet long . A spring loaded prop supports the first flap ( by flap i mean a foot or two thick section ) and does not collapse until 200 lbs is at the far end of it - usually this is the fighter - it then swings down and thanks to a lip at the bottom edge the other flap now swings downwards as well . The theif , who is usually very light goes across and pronounces that all is well so then the rest of the party follows . When the big heavy fighter in all his heavy armour crosses he sets off the trap , which would be a reflex save - not exactly a fighters forte - and drops into the very deep pit . Other PC's after hearing from the rogue that all is clear would probably be close behind . Anyone trying to jump backwards has a long way to go , anyone trying to jump forward has a 5 foot wall in front of them now . For a really nasty touch make the force of the PC's hitting the pit floor the driver for some gears to close the flaps !!
Originally posted by kimokeo:
I like the pit-trap. However, there has to be a way passed it if it was constructed as part of someone's defense. How do they get passed if without falling for their own trap?
So, in your construction, the pits are always shifted to one side, meaning their is a walkway that is safe on an edge. Now, this pushes for a balance check (or a jump if they characters want to try that).
After a few of these traps, have two ledges on a couple traps. One ledge is safe. The other is not!
Towards the end of the adventure, the bypasses to the trap must change.
The key to this is to setup the rogue's expectation that the next trap is bypassed like the one before.
Another thing: Making characters bypass a trap that isn't a trap is funny... Make the pit a foot deep. They don't know that but make the trapdoors easy to spot. They'll think of all kinds of ways to bypass what really isn't a problem at all. (this works well with doors that don't open anywhere. There's just rock behind them. Could always put something behind the door to make noise just to make it interesting - or in the pit.)
Originally posted by pierow37:
the pillars of jumping.
a set of pillars is over a 250 foot hole in the ground. with spikes at the bottom. comved in knock out poisen. and ebola... well not really... but they're really dangerous spikes...
The pillars are 1 foot apart. and you enter a room with the tops of the pillars showing. when you jump on the first pillar it's all good. second pillar is an illusion. making you fall rite through it. so is the 4th, and 7th pillar.
They are such losers. the PC's must DIE!
Originally posted by zombiegleemax:
I posted this trap on a thread similar to this one. It requires a bit of thinking on the PCs part.
4. The PCs enter the room, and a huge stone slab falls from the ceiling, trapping them in the room. The floor of the room is divided up into 5ft by 5ft tiles, except for where the PCs are standing. Each tile is also inscribed with a letter. Across the room, the PCs can see a door, and next to the door is a switch. Inscribed on the floor the PCs are standing, is a simple riddle in common. The PCs must spell out the answer by stepping on the tiles. If they step on a wrong tile, an arrow will shoot out of the wall (CR1 Basic Arrow Trap), a poisoned dart will shoot out of the wall (CR1 Poison Dart Trap), or a stone block will fall from the ceiling (CR1 Swinging Block Trap). The switch on the other side of the room will disable all the traps and raise the stone slab. Oh, did I mention that the letters on the tiles are in a language none of the PCs can read
!
Originally posted by Richmud:
A few pit trap varients, oldies but goodies:
5. The reverse gravity pit trap: Put spikes above illusionary (or not, no one checks the ceiling) ceiling. Put permanet reverse gravity here so that victims go flying up into the spikes.(owner uses anti-magic field to walk through)
6. Double pit trap: Place two seperate pit traps next to each other so that somone leaping over one will land on the other.(owner flies)
7. wall pit trap: Anyone leaping over the pit strikes a wall (either made invisible through magic, being made of glasssteel, or being a wall of force). (used when no one intended to pass through)
edit: added numbers
Originally posted by pierow37:
Originally posted by zombiegleemax:
Originally posted by kraleck:
Hmm, only 7 traps so far (and please number your traps, please)...in that case...
8. The PCs have to choose from (# of PCs +1) ropes to swing across a pit. All of the ropes appear sturdy, but only one will not break when somebody swings on it.
9. (variant of #8) More ropes are sturdy, but they ring bells to alert monsters in the room whose door is across the pit.
Originally posted by zombiegleemax:
Sorry Kimokeo , i did forget to mention , this was a trap in a Dwarven tomb that was just a red herring , it led to a dead end . The smaller Dwarves , who would know about the trap , would cross those sections only one at a time and not set off the weight limit in the trap design if they ever needed to go that way . A little off topic but , somethinig i also used for that adventure was to have rooms with 2 secret doors . One door has a relatively low DC and is a red herring for grave robbers , the other DC is 3-5 points higher and is the real passage that the priests would have used .
Originally posted by zombiegleemax:
More of a puzzle than a trap, really....
PC's enter a room, with two doors, one opposite them, and one they entered through.
On the floor are multi-coloured tiles (1 per PC) (make the tiles a geometric mixture of lots of different coloured triangles that criss-cross, and make each on different).
When the PC's exit the door opposite them it brings them back into the room through the door they came in.
Make sure you point out the significance of the tiles.
When PC's stand on them and move through, have some fun with them by bringing them back into the room in different orders, have PC's turn up five minutes later, etc.
The tiles have no significance whatsoever - the PC's can exit the room by going back out the door they came in.
Believe it or not, that kept my group going for an hour and a half.
At one point one was chopping a hole in the wall, and another was prying up the tiles from the floor.

Originally posted by zombiegleemax:
a trapped gold ingot with a sleep spell on it and a giant spider on the ceiling. this got a rogue in my party but tragiccally the cleric made us save him. he ha s since then gotten three party members killed (by a vat of hot oil he dropped on an opponent who was in melee with the fighter, by releasing a mummy and then running away and closing the door trapping the rest of the party in a confined space with it, and finally by su ndering the BBEGs wand of fireball.) fortunately, the last one killed him too
Originally posted by E._Ravenwood:
I'm not sure what number we're on, but I think it's...
11. The PC's Enter large round room, maybe 60' in diameter. Across the room is a stone door with a really tough lock. The Party's Rogue will have to pick it for a long time, or the fighters will have to beat it for a while before it crumbles.
The ground is made of sand, and the ceiling appears to be made of glass, the topside of which is covered in gold coins. This is how you find out who the greedy guy in your party is. It only takes one projectile from a crossbow, sling, bow, etc. to completely shatter the glass. The weight of the coins causes it to break further, and all under the glass (everyone in the room) must make a Reflex save of whatever the DM deems fair (
)or take 3d6 damage from the falling glass. About two rounds after, while everyone is buzzing around picking up gold pieces, they realize the glass was not only holding back coins. A poisonous gas begins seeping down towards the ground, and every round their in it, they have to make a Fort save or fall unconscious. That could put some pressure on the guy trying to get the door open. If they just run back the way they came, the DM could make it so that the room can't be entered again, and now they have to take "the long way" around. 
Originally posted by E._Ravenwood:
12.) The PC's enter a long hallway at a T-junction. There is a small step down into the hall, which appears to be about 70'-90' feet long and ten feet across. Down one end appears to be a dead in wall with a bunch of holes in it, down the other end appears to be a door. Once everyone is in the hallway, they here a grinding noise, and the floor starts to slowly move towards the dead end wall. They now notice the floor is made of rubber. The movement increases in speed until the PC's find themselves running. This is pretty much a big treadmill, and the wall with the holes in it now has spike sticking through them. Anyone who is taken into that wall will be impaled on the spikes for 5d6 damage (or however much you like.) In any case, the trick is to run as fast as you can, which could be difficult for heavily burdened or armed folk, and remember, you're only moving about 5-10
forward a turn. About ten feet in front of the door is a stone platform that
the players can jump onto for safety. For every round a PC remains on the treadmill, they have to roll a balance check of about 10 to stay on their feet. If they fail, then they lose about ten feet, and are that much more closer to the spikes.
There is a switch in the wall on the platform by the door that many will mistake to be the 'off' switch. The trick is the machine starts when all feet hit the rubber, and stop when all of them are off. Whoever hits the switch only reverses the direction of the treadmill, knocking everone still on it down and catapulting them onto the platform, perhaps breaking throught the door.
If you are the type of DM like I am, you will perhaps put some hulking bad guys on the other side of that door ready to hack & slash at the PC's who are out of breath and fatigued.
Have fun.
Originally posted by kraleck:
E. Ravenwood, you have created one of the greatest trap ideas ever.
Originally posted by isebas:
13.When they go into a room you could have a a trap door on the floor and when they step on it of course they fall in.But the best part of this is to have a portal in the bottom and one in the ceiling so they continuosly fall through the floor and come out the ceiling over and over again until the figure out a way to stop themselves.Actually happened to my cousin in the game Narbacular Drop where you make portals to get around this world while trying to get some bolders in place...well anyways its not an RPG but I think its a funny idea :evillaugh
Originally posted by E._Ravenwood:
Thank you very much Kraleck, I'm glad you enjoyed those two traps. A while back ago I came up with a list of good traps for a competition I never got around to entering in. The two traps of mine above are included in this list. Unfortunately I only have an un-editable version to put on here, so those two traps will be included, hope you don't mind, but it will totally be worth it...
Tricks and Traps
1: You’re pulling my chain...
The PC’s get to the end of a hall, and come upon a chain dangling from a hole in the ceiling and a smooth stone slab door. Written on the door is the message “A test of Strength Lies Beyond”. If your PC’s are smart, they will make it so their heavy hitters and fighters will be the first in the room for what lies ahead. The chain obviously opens the door, simply pulling down on it with a Strength Check of about 12 will open the door quite easily. Whoever grasps the chain will feel as though the metal links are wet.
When the chain is yoinked, the door is raised and the fighters rush in, ready for battle, but find a nearly empty room. The room is 100' long, and about 50' wide, and completely dark. There is a small step down through the threshold, leaving everyone standing in shin deep water. About thirty feet away, hanging from the ceiling, about five feet above the water, are two, fat, parallel metal bars, arcs of lightning bounce back and forth between them.
The PC’s will now hear a sickening, wooden crack. That was the ancient block and tackle system that allowed for such an easy Strength Check to lift a heavy stone door and two metal electrodes bursting into hundreds of pieces. The Strength Check to keep the door open and the electrodes in the air is now about 20 or higher. It should be noted that it is at about this point the PC holding the chain realizes his hands have been Sovereign Glued to the chain, and he cant let go. There are a few busted pillar pieces laying around inside the room the others could try to seek refuge on, but they would only allow one person to stay on. They could try to push these under the electrodes to keep them from breeching the water, but they weight about a ton a piece.
Another PC may go back through the door and help the other keep the chain pulled so that the electrodes and the door don’t plunge, but they too, will become glued to the chain.
If all else fails, and the PC holding the chain cannot keep the chain pulled down, all in the room are now trapped and will be electrocuted for 5d6 damage (or more >D) for every round the electrodes are in the water.
The trick is that at the end of the room sits a small table, and on it sits a tube of Universal Solvent with enough for one application. If the person can make it back to the door in time, they can fix the PC right up, unless of course, there are now two holding on to it.
Rather than just being a jerk, it might be a good idea to put a vast treasure in the room, give the PC’s reason to continue risking the chance of going back inside time after time.
If another PC is glues to the chain, it might be an entire side quest in itself to find a way to get him unstuck.
2: Run for Your Life...
The PC’s appear to step through a door in the middle of a very long hallway. There is a door to the left and a wall with spikes at the other end. If they venture out, they will note that the floor appears to made out of rubber. When the last person steps out onto the hallway, the party hears a low rumble then a whining noise. The floor suddenly begins to move towards the spiked wall. The PC's are basically on a large treadmill that begins pulling them
>------------------------|--|---------------------|----| 200' long
>------------------------------------------------------| Door
>-------------------------------------------------|----| 10' wide
towards danger. If thePC’s make a run for itthey will have to makea Balance check of 15 to ensure they stay on , their feet while running on the conveyer belt. If they fail, they fall and zoom towards the spiked wall at about 50 feet a round and must make a Balance check of 15 just to stand back up. They should also realize that though they maybe able to move at 4x their regular speed, they only move a few feet every round. The last ten feet of the hall towards the left is stone, and the PC’s must make a Jump check of 14 to make it onto the stone floor. Once there, there is a switch in the wall. If the players assume it is a stop switch, they are wrong.
Throwing the switch merely reverses the direction of the treadmill. If any are unfortunate enough to hit the spikes, they take 3d8 piercing damage, an evilly aligned DM might make them diseased or poisoned. They will remain on the spike and take an additional 1d8 damage every round until someone throws the switch. When that occurs, the PC’s remaining must make a Balance check of 30 or fall to the ground as they are suddenly pitched forward, and eventually shot off the treadmill. The conveyer will not actually stop until everyone is off. PC’s on the treadmill being hurled into the PC’s on the stone floor near the door will end up doing lots of bludgeoning damage to each other and probably break through the door too. An evil aligned DM might put a long, steep staircase on the other side of the door, or a room full of Orcs or Bugbears in the middle of evening chow.
3. Chimney Sweep...
The players come to a room with what looks like a chimney, which is in fact a tunnel leading up. It is about a 200 foot climb, but the chimney is studded with smooth stones for many foot and hand holds. The tunnel is narrow, so the players will have to go one at a time up the chimney. About halfway up, there is a trigger stone. Whoever trips the stone will afterwards be awarded a Concentration check of 20 to remember what the stone felt like. Rough, and sharp.
The trigger stone releases a spiked weight that is in place at the very top of the chimney, and causes it to fall at an alarming speed. Faster than the PC’s can climb down, and they will probably find that just letting go and falling is the fastest way down. If the players make a successful jump check, the first ten feet of the fall go by with no damage, otherwise, every other ten feet they fall is 1d6 worth of gravity damage. If they are hit by the weight, they take 4d8 piercing damage, and another 1d8 bludgeoning from the weight itself, not to mention they weight will knock them free from the tunnel, and they take whatever falling damage is left. If there are multiple people in the tunnel, it is likely that one falling will cause a chain reaction to cause a massive pile up at the bottom of the chimney.
The weight will stop with a jerk about 10 feet from the bottom of the tunnel, and then slowly crank back up to its usual position as the trap resets itself. Every player has about a 50% chance of triggering the trap, but if the person who tripped it can remember what the trigger stone felt like, and divulges this info to the rest of the party, that percentage drops to about 5%.
Even if the PC’s think they can scramble up the tunnel while the trap is resetting itself are sorely mistaken, for if the trigger is tripped, no matter where the weight is, it will fall, and then start back up.
4. People in glass houses...
The Adventurers enter a round room about 35 feet or so in diameter. The room is filled with sand and there is nothing too special about it, except that the door leading out of the room is heavy steel with a wickedly tough lock that looks as though it needs a key. The ceiling, about 40 feet above, appears to be made of glass, and sitting on this glass sits a vast quantity of gold, or platinum, depending on how good a mood you’re in. Any yahoo will figure out the easiest way to get the cash down is to throw something at it like a rock or a boot. Even a bolt from a crossbow will shatter the glass. All must make a reflex save of 12 to negate falling glass damage. Once that’s done, it’s like Cinco de Mayo when the pinata’s meet its fate.
However...
The glass separated the room from about another five feet of altitude. Contained in the portion above the glass was a poisonous gas that begins to seep down to the players in about 1d2 rounds. Hopefully someone’s been working on the door, because the look is going to take about a DC of 45 or 50 to open, or about five rounds of continuous 20 to 25's to open the sucker. The poison takes a Fort save of 18 every round to keep from taking 1d10 Wis and/or Int damage. The door you came through can let you out, but the gas will keep coming out until you’re outside. The only way to separate yourself from it is to get the hell through the sealing steel door. If your players lose this and all pass out, maybe you should have them all wake up a few days later in nothing but their skives. Maybe that will teach them to secure a way out before attempting a get-rich-quick scheme in the room. If you’re nice, maybe you can put the key to the door in with the gold or platinum that has fallen. Search check of 16 or so. Remember, if you’re taking 1d10 Wis and Int damage every round, it might start getting harder and harder to find that key.
5. Into the Meat Grinder
This is more of a trap to freak your PC’s out. Somewhere deep in a sadistic bastard’s dungeon,
make it so that the only way to continue is through a long, sharp angled chute. The room it sits in is about twenty by twenty, and the lip of the chute sticks about three or feet up into the air in the center of the room, surrounded by sand bags.
After two people have gone down, take that NPC that no one likes or you’ve been meaning to kill off and have him go next. The room the PC’s end up looks like the room they jumped down the chute in, the only difference is the chute is sticking out of a wall and not the floor. When the NPC hops down the others in the room hear a loud “ERRRRUM” and the NPC lands in the exit room in two halves length-wise. The PC’s will now freak out. The trick is that every third person that goes down causes a buzz saw to pop up in the middle of the slide about halfway down the chute. If the PC’s are smart, they will use the bags of sand to set the trigger off once they time it right.
6. He...could...go...all...the...’SPLAT’
This is more of a comical trap than anything that will cause damage. In a relatively short, narrow hallway, the floor is suddenly split by a five foot wide, ten foot across, and five foot deep pit. No problem. The first person who jumps across should have detected magic. About halfway across is an invisible wall. When the PC takes that running jump, he’ll hit that thing like a fly hitting a windshield, and then slowly slide down. The trick is to just climb down into the pit, walk under the wall, and climb up the other side. Hitting the wall with that running jump might cause 2d6 or so damage, but make it subdual, I mean, what are you, a jerk
. O-o
7. Shredded PC
This is a good sadistic trap to put in a fighting arena. The room should be relatively large, and have lots of levels for fighting, with lots of cauldrons of burning tar for light, and other stuff. Put some heavy hitting enemies in the room, like some ogres or trolls. Ever some-odd feet, there is a five by five foot shaft. Falling in, or getting knocked into, rather, is a new level of pain all together. After good forty foot drop, the tunnel takes a 45 degree slope, and has protrusions in the surface much like a cheese grater. After so many feet of this (5d6 or 5d8 worth of damage) the player takes another vertical spill and lands in a forty by forty by five foot deep vat of salt water. This should probably just deal subdual damage, but it is very sadistic non the less. The only way he’s getting out is climb back out the way he went.
Rock on my friends
Originally posted by kraleck:
This thread has much potential that shouldn't be wasted...
Originally posted by zombiegleemax:
Not so much a trap, but will cause your PCs to go mad.
A solid wooden (or metal) door with X number of locks on it (I made it 20). It took the rogue a while, but finally he had unlocked all the locks and opened the door. behind the door, a solid brick wall!
Good job I can run fast!
Originally posted by malcaor:
ravenwood, are you the jigsaw killer or something?
actaully a lot of the Saw traps would be good.
Originally posted by thinker89:
I am bumping this because i like it.
Originally posted by Richmud:
On a more relevent note:
22) Cloaker pit: A varient on the classic illusion pit have a cloaker hide in a pit with a darkness spell over it. Have the cloaker use its silent image ability to create an image of a foe, wait for char to fall in pit and be engulfed by cloaker. Should players figure it out have cloaker rise from pit and attack. (note cloaker needs to speak common to understand when players figure it out)
edit: numbered
Originally posted by E._Ravenwood:
Sorry I messed up the numbering, I think we're on number...
#23) The players enter a very wide, very long room, say 45 by 100 feet long, every 5 x 5 foot space of the floor all the way to the end alternates black and white, so you end up with a large checkerboard pattern. On the other side of this room sits a pedestal or alter that holds the lost relic or whatever your adventurers might be looking for.
Now, when I ran this trap, my PC's figured out what I at first planned the trap to be, one of the colors is rigged to set off a trap the moment someone stepped on it, so they bypassed it easily.
Later on in the campaign, I tried an alternate version of the trap, instead of just one color, I made it a bit nasty.
About twenty feet into the room is when the trapped floor begins, so most people suspect it's relatively safe when nothing has happened this far into the room. Now the fun begins. I flipped a coin to decide on the color, and which ever one you pick, this is how the trap works.
Let's say you picked white. The first white square a PC steps on immediatly sets the trap. If anyone steps on a square surrounding the PC who has set the trap, the square fires up into the air on a powerful spring, driving anyone on it straight into the ceiling for XdX amount of damage (whichever suits your fancy.) If you want to get real nasty, alternate the trapped color every round or so
Originally posted by kraleck:
A friend of mine designed this in a FPS game for a custom multiplayer level.
24. King Tut's Bad Joke - The PCs are being pursued closely by multiple enemies (hopefully stronger than them or an illusion). The PCs come to a twisting hall (so they cannot charge away) with doors on either side. Inside every door the room immediately drops 20 ft onto spikes as they enter. So named as it is in a pyramid/similar desert themed tomb.
Originally posted by kraleck:
I may be ~20 minutes early for this, but...
Originally posted by kraleck:
Grr...
Originally posted by E._Ravenwood:
#25
The players enter a narrow hallway with a small staricase leading up to a large, decrative door. A spot check should tell a PC that the walls are covered in a slick, oily liquid, and their are large scrape marks all along the wall. The door is made of stone, and has no appearant keyhole. It is also stuck, so a strong brute character will have to pull it open. The strength check to open is 22 or higher, depending on what level your pc's are at. When this Stength check succeeds, the PC's will be in for a surprice. The entire wall the door is set in completely slides towards the PC's and continues towards them on the greased walls, and will continue down the stairs after them.
In the particular event I used this trap, I had put an open portcullis at the bottom of the stairs, and a pit to jump over. The Portcullis drops after so long, and if any of the PC's haven't cleared it, then they buy the farm. Or so they thought. The PC's who didn't make it fell into the pit, and the stone slab trapped door fell into the pit. Everyone assumed they had been squished. THey had actually falled down a funnel-like chute that dropped them into another part of the dungeon. It's a good way to split the party up if you need to.
Originally posted by zombiegleemax:
hehe - I just thought of an evil continuation for Ravenwood's trap. When the characters fall down the chute into another part of the dungeon, they find themselves in a room with no visible doors. when they land, the room starts filling with sand. xD they have to find the secret door in order to get out safely.
Originally posted by kraleck:
Originally posted by kraleck:
*heavy sigh* Nobody cares...
Originally posted by kargush:
Not sure about the number, but here goes:
The Flaming Rod:
The PCs enter a large room(say, 100x100 ft). They are standing on a small stair(sai a couple of feet high) The floor before them is covered with about a foot of oil. On the other side of the room is the exit, a large stone door. The PCs will ofcourse want to continue. However, as soon as they step into the oil, the door behind them closes(it's a large, heavy stone slab). From the ceiling, a torch starts to lower on a chain(ca 10 rounds before it hits the oil). The PC will scramble madly to get out. The doors leading out will each have a fiendinsh riddle on them, that must be solved, or a large number of difficult locks(or whatever).
And now, the trick: the torch is an everburning torch. It cannot, under any circumstances, light the oil... More of an annoyance than a trap really.
Originally posted by mtgfan101:
This may be an easy trap, but,
The players enter a room with a 25-foot ceiling, and a floor of 30-feet by 20 feet. Two levers are on the far wall. As soon as they enter the room, both doors bolt down and the PCs are trapped. Closer inspection on the levers reveals two traps, Wall Trap and Ceiling Trap respectively. (The room's exit walls are 20 feet apart, while the wall-trap walls are 30 feet apart.)
An inscription on the wall reads in Common: "Throw one switch and start the other." That is to say, if the players deactivate the Wall Trap, the Ceiling Trap automatically starts falling down to the floor, or vice-versa, where the two non-exit walls close in on each other. The doors do not open after a trap activates.
In the room there are many random items (You can change this list as much as you like):
-A Jar filled with beads
-A large Beam (approx 25 feet long)
-A chest containing sand
-Any other random items you choose (the more there are, the harder it is to figure out the trap.)
The Solution- put the beam straight-up from ceiling to floor. Then deactivate the wall trap. The ceiling trap will not fall down on the PCs, and the doors open.
Originally posted by zombiegleemax:
Okay here is how this one works...The PC's enter a room that is filled with mirrors (this can be to kill or just annoy). When they do an impenatrable wall falls and shuts the door they entered. Now each one of the mirrors will show the person in it as beautiful or having the one thing they want the most. However when a PC touches the mirror (or multiple PC's at once) (they are breakable, but when broke the status affects as said below apply to the WHOLE party) they are instantly transported to the other side and the mirror used is gone. Only they are ugly or physically deformed [spine twists into a 360 loop, spleen explodes, tongue splits into 100ths, etc] (never mentally). So take away CHA, STR, DEX, and CON points here there and everywhere. If they don't find their way out they may be killed from ability drain. Eventually they may reach the other side of the room with the exit mirror. This mirror however will be the reflection of a wall (due to the reflections of the wall that fell in the beginning off of the other mirrors in the room. Once this mirror is touched or smashed all the PC's are reverted back to their stats they had when they first entered the room.
:evillaugh
Originally posted by zombiegleemax:
The PC's enter a room and there is a pillar in the middle. Upon entering they may step on a pressure plate or trip wire that causes the exit door across the room to close. The pillar in the middle of the room however has a lever or button. Upon activating the 5 foot squares surrounding the pillar in an X open up (the lever pusher falls thru). Then iron bars swing above the trapped from the top of the pit out of the stone to seal them in. Then the pit starts to fill with a liquid of your choice (or if you are evil ochre jellies and slimes
). Then the other PC's have up to 1d10 rounds to break the iron bars holding their comrade and get him out. Once the time is up the pit is full to the top with liquid and a Cone of Cold spell is cast multiple times upon the liquid. Effectively freezing the caught PC within a block of ice. This extra weight also sets off a pressure plate opening the exit door, but now how do you free the frozen PC? If you take him out the pressure drops and the door shuts again. :evillaugh :evillaugh :evillaugh
Originally posted by kraleck:
Wow...this thread is fighting to stay alive. CLEAR!!!
Originally posted by zombiegleemax:
I haven't read the entire thread and hope I'm not repeating anyone here.
This is one I used to kill off some of those greedy bastard players. They enter a room, filled with hordes of unimaginable treasure. The only thing between them and plunder it all is a pair of demonic looking wolves, engulfed in flames. The elemental creatures will not leave the piles of treasure they guard for any reason but will attack anyone who tries to come near the piles. If anyone pays attention they will notice the stench of oil filling this room, and that is what they are standing ankle deep in. Killing the wolves will cause them to fall to the ground, igniting the oil and burning away the hemp ropes that hold this rooms heavy iron porticullis up. The porticullus will slam down and trap everyone inside with the inferno. you can even go the Ninja Scroll route and have them become covered in molten gold, eventually cooling into statues of themselves.
Originally posted by E._Ravenwood:
I think this will be #31: The door that bites back...
This is a good trap for those hulking fighters who never appreciate their rogues. The PC's approach a door that looks like heavy, reinforced, and strong, however, it appears to be made from very soft wood, like Balsa, or some other kind. Their are no visible key holes, or anything to pick as far as locks go, but the door appears to be stuck. This whole door is trapped, however, so the Rogue will be able to disable it if he finds it to be trapped. However, most fighter/barbarian types will probably just try to smash on through. In doing so, the moment a momentous force (ie, axe, sword, fists, etc) strike the door, the door will explode, sending shards of wooden fragments into the PC's. The PC who struck the door in the first place will take 3d6 piercing damage, people within 5 feet take 2d6, and people within 10 feet take 1d6, and those outside of that get to point and laugh at the splinter covered party.
32: The "Home Alone II" trap
Our brave and fearless PCs come to a door that is heavy reinforced wood. It does not appeared to be locked. However, when the knob is turned and pulled, there is a lot of resistance, like someone on the other side is pulling on the door also. The person pulling the door should roll a strength check of about 15 or so, and then everyone must make a listen check to hear distant rumbling getting closer. The door opens freely now, and anyone can see that it opens to a ramp leading up, and that a rope attached to the otherside of the door just pulled the support out from a large, round boulder, and now it's hurdling towards the PCs. This is really fun especially if they make a run for it, because the boulder take up all the space, so there's no getting around in, and in the campaign I ran when I put this in, the corridor leading to the door in the first place was really long, and on a slight grade, giving the boulder a never ending slope to role down.
33: The door of Confusion
This trap gave my PCs one hell of a time. It appears to be made completely out of glass and the PC's reflections show, so they can't see through it. Technically this is a mirror of opposition. The door only allows one person to go through at one time. When a PC goes through, he open the door, steps through and the door slams behind him. He has just entered a room facing the rest of his party. Wait for some "what the hell" 's to be murmured from the rest of the party but it goes like this.
There is a party just like you, but of completely opposite alignments. When one PC goes through the door, their member of the bizarro party, goes through too, and finds himself facing what looks like his party, while the PC is on the other side looking at what he thinks is his own party, but is really the Bizarro party. But they don't know that, and it is almost guarenteed that multiple PC's will go through the door, go back through the door, and so on, until they finally realize they're dealing with their opposites, and must fight (now would be a good time to drop hints about the opposing party being evil, or good, whichever...) And now you must fight, but they're so damn mixed up, nobody knows who's who anymore.
This is a very confusing trap, however, it works as a great encounter.
Party On, Dudes!
Originally posted by doklahar:
34: Levers of Doom
As the PCs move into this 50ft by 50ft room, they can see that there is a door on the opposing wall, and that the ceiling is 20ft high. The ceiling and floor of this chambre are made of smooth stone, and the door on the opposing wall is made out of a stone. About 1/4 of the way up the wall is a ring of green metal, about 6 inches wide. On the sides of both doors (the one the pcs entered and the one on the opposing wall) are 2 levers, and there are 2 others, 1 on each of the other walls. These are painted Red, Blue, Yellow, Orange, Purple, and Black. Also, they are set at the same level as the green metal ring, breaking the ring into several peices along the wall.
The placement of the levers doesnt actually matter, nor do the order of the colors. But as all of the PCs move into the room, both of the doors shut and seal themselves, becoming completly unopenable. Also, the ceiling begins to slowly fall down, at about 1ft per round. The PCs should begin to panic at this point, and will notice the levers. Pulling these will not cause the ceiling to stop or rise, it will actually cause one of the following effects:
1: Causes the ceiling to fall faster, at 2ft per round instead of 1.
2: Causes holes in the ceiling to open up.
3: Causes spikes 1ft long to come out of the holes in 2
4: Engulfs the lever puller in flames, dealing 2d6 fire damage.
5: Gives the lever puller a short shock, dealing 1d6 electricity damage.
6: Force effect pushes lever puller back 10ft.
The answer to this trap is actually the ring of green metal. Touching the metal on each of the walls causes the ceiling to slop falling, and reverses the effects of 2 and 3 above. Running ones hands along the entire length of the metal ring causes the ceiling to return to normal height, along with unsealing the 2 doors.
For increased Evilness, you can swap out the effects of the levers with more devastating events, such as causing the room to be slowly filled with water.
Originally posted by kraleck:
Good work, contributors. Keep them coming.
Originally posted by zombiegleemax:
Been thinking about this trap since I played Dungeon Siege II ...
35. (I Think) Players enter a room that is 20x20 or so. In the room is a handfull of torches on the walls, all lit, and a large tresure chest or sarcophagus (big enough to contain the nasty suprise). The chest is locked with a standard DC for the party, or you can even have them find the key. As soon as the chest is opened, the lid flies back and reveals a Gibbering Mouther. Once the monster is killed, the corpse can be moved to reveal a second door in the bottom of the chest that reveals the treasure.
Anyone who has played DSII knows that finding a Mimic protecting the treasure at the end of a quest is a real pain. This trap is particulary nasty if the party has already been beaten down by everything else in the dungeon.
And who says first time DMs can't be evil... [/sblock]
[sblock=Page 2] Originally posted by kraleck:
Only 35?!? Come on people, devise those clever traps!!!
Originally posted by kraleck:
I really thought this thread would get farther than 35...
Originally posted by E._Ravenwood:
36. Stairway to Pain
About halfway up a flight of steps is a false step. Its cover is made of brittle material, like disguised glass, and when stepped on with a certain weight shatters, and the PC's foot falls through. If he doesn't remove his foot carefully, and just pulls it on out, he'll relize his mistake, for there are spikes inside angled at about 45 degrees, so when his foot goes in, nothing happens, but when he tries to pull it out...have the PC take whatever damage you deem appropriate, but cut his base movement by half.
37. Psychololgy, thy name is fear
If anyone has ever seen "Raiders of the Lost Ark", when Dr. Jones is creeping through the booby trapped temple to take the golden idle head thingy, the prized relic sits on a pedestal at the end of the room, with a long walk towards it with many tiles that looke like they could be pressure plates, and lots of holes in the way that look like they could fire darts. I pulled this on my PC's one time, and though it wasn't trapped at all ( I did that once they got to the prize) it sure as hell made them suspicious. One thing you can also do to this trap is make it unarmed when they walk across, but all are armed once the relic, idle, whatever is removed from its pedestal. Since your PC's thought it was safe to walk across the first time, maybe they'll think they can just mosey on out.
38. The burning sensation means its working...
This is a spin to all you commonly used pit traps. It usually pays to have combat going on while you activate it.
THe PC's are fighting in a large circular rooms in a castle, fort, dungeon, HQ, etc, with big door leading in each cardnal direction. The room is about 50' in diameter and its full of rubbish. In the center of the room is a 20' diameter circle set into the floor. While fighting, if a lever is activate, whatever kind of trigger you want, opens the 20' area like a trap door. This is actually a garbage chute. After a good fall, they find why this is used as a garbage shute, because at the bottom is a huge gelatinous cube, err... cylander, and he's sopping up the goods, which include fallying PC's. Gravity ought to drive them pretty deep into the thing, and there's really only two ways to get a PC out of it. Kill it, or bungee jump into it and have the rest of the party haul you out (believe me, this option can work, I tried it once. It may sting a little though)
39. This one always makes me laugh
Its true, this is a trap I just use for comic relief. The PC's enter a room that appears to a have a rope dangling from the ceiling. upon further inspection, it appears to lead up through a hole in the ceiling into blackness. In a true case of curiosity killing the PC, if anyone attempts to climb the rope, their weight opens a trap door underneath them and snaps the rope. I usually put something good at the bottom of the pit, so the embaressed PC at least has something to show for instead of just a bruised butt.
40. Rollin, Rollin, Rollin...
In a 10' wide halway, make it pretty long, there appear to be pressure plates all along the floor. It looks as though who ever built the place didn't even go through the trouble of disguising them, and they are easily avoidable.
However, to tests ones greedy habits, ever so many feet down the hall is a platnum lever in the up position. They look really appealing, and a successful apraise check will show they are worth about 500 gp each.
They can break off with a strength check of 20, but if they miss the check there is a 50% chance they inadventantly threw the switch. Now it's time to see which of the part is the best sprinter.
A heavy thud echos through the hallway, and up the way they came, they can see three stone wheels, about the size of a modern day truck tire, rolling down the hallway, setting off all the pressure plates, sending up an array of traps from darts, arrows, gasses, acids, flames, etc.
Very effective, very mean, very...DM-esque!

Originally posted by cryosilver:
The setup is incredibly simple on this one. The PCs are walking down a corridor, about 150 feet long.
About 50 feet down, there is a subjective gravity effect that points DOWN THE HALL. The first PC to reach it falls SIDEWAYS, into the door at the end of the hall, which is really just a painting on canvas (DC 20 to notice, but with a -10 penalty for being 100 feet away) over a stone wall with spikes.
DC to notice: 20, with the -10 penalty; +2 if the PCs notice that the tapestries in the hall have been nailed to the wall, so they hang straight down.
DC to disarm: N/A; dispelling negates the effect for 1d4 rounds, as normal.
Reflex save: DC 20 for half
Damage: 10d6 falling + 2d6 spikes; poisoned, if you're a real ass.
Originally posted by E._Ravenwood:
# 42: The trapped treasure room...
This is better for a higher level party. After the PC's have butchered their way through the dungeon, they reach the treasure room which sits in a round 50' diameter with a stepped platform in the center that is 20' in diameter and raised about 2 feet. Every five feet or so placed around the treasure platform is a stone pillar that is about 10' off the ground with a life sized stone statue of a warrior on each one (8 total). The Platform is covered with treasure, coins of all kind are scattered on the floor so thick, you can't even see the floor, weapon racks full of exoticly designed and decorated weapons sit next to chests spilling with coins, jewels, gems and all kinds of art pieces. As the party begins to rumage through their new found treasure, the Statues spring to life, and will protect it at all costs.
Stone Treasure Guard (CR 10 each)
Medium Constuct
True Nuetral
AC:18 (10+6 natural +1 Dex +1 Deflection) Touch:12 Flat Footed:17
HP:125 (12HD) Speed: 20 feet
Immune like all Constructs
Fort:7 Ref:5 Will:3
Abilities: Str: 18 (+4) Dex: 12 (+1) Con: 14 (+2) Int: 8 (-1) Wis:12 (+1) Cha: 10
Feats: Weapon Focus* Weapon Specialization*
Melee: One of these Weapons
Longsword (+14/+9) 1d8+8 19-20/x2
Greatsword (+14/+9) 2d6+8 19-20/x2
Battle Axe (+14/+9) 1d8+8 20/x3
Long Spear (+14/+9) 1d8+9 20/x3
Long Bow (+11/+6) 1d8+2 20/x3
Heavy Crossbow (+11/+6) 1d10+2 19-20/x2
Halberd (+14/+9) 1d10+8 20/x3
Flacion (+14/+9) 2d4+8 18-20/x2
SQ: Stone Walk - these creatures are made of stone and can climb on any object made of stone no matter what the angle so long as one hand is free.
Damage Reduction 5/bludgeoning
*which ever is weilding the weapon, the guard has weapon focus and specialization to the appropriate weapon its carrying
If you want to scale it down a bit, you can lower the number of guards used, or tweak their stats, but I pulled these guys on my party one time when they were level 16. The party consisted of 9 people, including my PC, and was 2 Paladins, 2 Fighters, 1 Cleric, 1 Ranger, a Rouge (me
) a War Mage and a Warlock.
I had these stone buggers bouncing all over the walls, the ceiling, the pillars, and by the end of the fray we killed all eight after losing a paladin a cleric, and our ranger. That is why you do what I did and put something really good in the treasure horde, like a wand of "Heal", or a bunch of healing potions. I myself put a scroll true reserection in the horde, but I thought that was a little to easy. So I put the scroll in a cryptex (having just recently read "The Da Vinci Code") and the scroll would be destroyed if the cylander was not opened correctly. I put a lock on it instead of a key, I couldn't think of a good riddle. Anyway, if you go this way about it, you will need to drop a clue of the scroll's porperty, and they will have to sift through the treasure to find a key, which could take a while, the only time PC's will complain about having too much treasure.
Originally posted by kraleck:
This is still too cool to die yet...
Originally posted by zombiegleemax:
43) Magnetic Walls
This is a good trap for archers. The party enters a faily good sized room, maybe 40X40 or 50x50 feet. The walls are made of hewn stone, with small circlets of metal inlayed into the wall. When approached, PCs in metal armor will "fell the slightest of sensations of being pulled toward the wall" The circles of metal are magnets, which do not appear to be very strong. However, unload a couple of monsters into the room, and the Archers of the party will just see how it will screw with their game. After firing a bolt or arrow, the projectile will travel about 20' and then begin to very toward one of the walls, striking anyone who happens to be in the flight path, even one of the own party mates.
44) More fun with magnets
This one I used on while a group of PCs were approaching a known villians residence in a forest. It really messed with their minds.
As the PCs approached the house, there area was scattered with heavy stones. When the PCs came close to the rocks, the stones began to shake, and suddenly launched themselves at all wearing metal armor. The PCs thought that some sorcerous guard was playing tricks on them, but in fact the rocks were loadstones and placed around the residence to ward off intruders.
45) The Scales of Justice
When the PCs fall into a pit, simple enough to put one in your dungeon, have them land on a chute, and begin sliding. Then devid them equally according to WEIGHT, and split them up via a fork in the chute or something. They are dropped out on two hard slabs of stone suspended by chains, and are about 20 feet away from each other, and below them is a vat of bubbling lava. In front of them is a platform that each party can jump onto to stay alive, assuming they make an appropriate check which I will leave to you to decide, however, they are on a balanced scale, and as soon as weight on one slab is taken off, or added ( if possible ) the other will begine to sink closer and closer to the lava.
Shake things up by putting bad guys on the safety platform who don't realize that the party are on a balance, and have them jump onto the slabs to fight.
Warning, this could get messy, make sure your PCs have a back up character ready in case of accident
Originally posted by bomaz:
evil:
gate in the end of a corridor, when you walk through it you fall into shaft say 100 ft deep. in the middle of the shaft is a permanent prismatic sphere. at the bottom is a gate leading to the top of the shaft
Originally posted by E._Ravenwood:
Bump
Originally posted by arco_versipellis:
My players have come to hate the trap I developed. Take a regular pit trap and fill the bottom with waste (the grosser the better). In each corner of the pit there are tubes running from the bottom to the surface. Suspended above the pit is a vial of alchemist fire. When the trap is set off, the victim falls, followed by the alchemist fire. They land and take damage, then must save against the effects of alchemist fire; the tubes help keep air circulating so the waste keeps burning. Saves against naustiea as well.
Originally posted by E._Ravenwood:
Acro, dude, that is the most @$%#-ing vile trap I've ever heard of...I'm totally using it
Originally posted by zombiegleemax:
#48 Sticks and Stones...
This is a good trap for the token meathead tank of the party. The party enters a long, wide hall that has no traps visable at first. After walking about thirty feet, a thick, wooden beam fires out from one wall of the corridor into the next, and a message carved on the wood states "Break me, and ye' shall pass". The Tank will take a wack at it, the beam has a harness of 12, and hp of 20. Once broken, the PCs will walk another 30' down the hall, and a stone beam will shoot out the same size and dimension as the wooden one. The message now says "Is that all ye' got?" The tank will take the challenge, and try to smash through again. Stone beam has a harness of 16, and an hp of 30.
Another 30' down the hall, and a steel beam shoots out with the message, "C'mon ye' bonnie lass, try an' break this un'." Steel beam has a hardness of 20, and an hp of 45.
After this one, the party gets about fifty feet down the corridor, almost to the end, when a thin wooden pole shoots across the corridor with the message, "Go ahead, laddy, make my day"
The wooden pole has a harness of 8 and an hp of 5, but what the tank doesn't know is that this is a staff of pain. When he (or she) breaks it, the tank is hit with 'Inflict serious wounds' (3d6+11 negative energy damage, will22/half) 'Eyebite' (target becomes becomes panicked, sickend and comotose for 8 hours, will22/negate) and 'Wrack' (Renders the victim helpless with pain for 24 hours, will22/negate)
Very mean thing to do, that's why I suggest you use it.
P.S. - if a spell caster casts 'detect magic' the staff will illuminate, and can be extracted from the wall with a str.check of about 24 or so.
49. Immovable Rods of Falling...
This one is fun, and diverts that
ed-off feeling your PCs feel towards you, and towards the player who set it off. At some point in the campaign, the PCs need to scale a wall that leads to somewhere important. In my campaign it was the BBEG's castle. Along one of the walls, they find a hidden ladder (spot of 18 to see) going up the wall. It appears to a mess of immovable rods that leads to the top (approx. 80-120 feet depending on just how sick and twisted you are) When they scale the rods, whoever reaches the top finds that on the top rung are written the words "Decido ut tui Excessum" (latin for : fall to you death...best to write these words down and give them to the PC) These just happen to be the command words to dispell the rods. If the PC utters these words, the PCs fall their various distances and take the appropriate damage resulting in pain, anger, and possibly death. On another note, the falling, screaming, crying of pain and frustration will most likely attract guards with big, scary bows.
Have fun
Originally posted by E._Ravenwood:
#50 Chinese Water Torture...cranked up a notch
The PC's enter a room that reveals quite a bit. When they enter the 30' wide X 60' long room, they notice immediatly that the walls and ceiling are made of glass, and just outside is water, with an abundance of creatures and stuff floating around. Put some bad guys in the room who ain't too smart (ie orcs, goblins, whatever) and have them attack the party. Fighting will have to be done so carefully, because the glass on has a hardness of 2, and an hp of 1 (I could be wrong, whatever it is in the PHB.)
Once the glass is struck (easly casued by poorly aimed projectiles) water will start gushing into the room, and let some of the creatures in too. Try not to make a whole panel give out, but enough to make the PC's need to rush to the other door and hold their breath.
Originally posted by isebas:
51.This one would be especially good for a group with alot of greedy pcs in it.When the pcs are in a dungeon...have the see at the end of a hall a large room filled with treasure(explain its contents alot...the juicier the better) looking like its going to overflow.There's a pathway leading to a giant gold statue and it looks like there might be adjoining rooms.Make it so they can see a couple of goblin gaurds or maybe some kobolds or any low lvl monsters, but to put only a couple in.Then they go running into it and the monsters disappear.They think they are in the room but actually they are in a giant pool of quicksand but instead of drowning they just sink to the bottom and are transported to another dungeon 200 miles or so away.
Originally posted by zombiegleemax:
The Halfling Trap:
More of a category than a specific trap, this one consists of an irresistable dungeon feature, such as a lever, button, crank, or winch that does nothing but activate some nastiness on the person who uses it. 99% of the time adventurers will use such things just to see what happens...
Originally posted by horemheb442:
I was drafted during the end of the Vietnam war and will always remember the mock Viet Cong village they took us through in target detection in basic training. Some of the simplest, nastiest traps I have ever seen, and they were real.
#54 Paddle trap. On a trail or in a narrow hall are two 2'x2'x3' holes about 18" apart. there is a shallow trough between then on which is laid a strong pole with two spiked paddles on it.Spikes up. This is all slightly below the surface and is well disguised. The unsuspecting individual steps into the first hole (from either direction) and falls in, impailing their foot and causing the paddle to pivot forcefully and impact @ 3' up from the foot. (ie: belly, crotch, face for a halfling or dwarf) The spikes were usually poisoned, as well.
#55 Trail Sweeper. There is a trail or hallway with a curve or turn in it. It should be fairly narrow (5' or less) and works particularly well on bridges. In a variation of the "Daisy Chain", the person at the head of the party triggers a large, heavy spiked ball suspended by a rope or chain from about halfway down the bridge or this part of the trail. It will sweep a bridge clean, often only leaving the lead and trailing people. You might be able to avoid it with a dive to your belly. (Reaction roll) The turn because that is where the ball is attached, waiting to work.
#56 Daisy Chain. There are a line of flasks, containing oil, Greek fire, etc. They start about 15' from the trip wire. The "scout" sets it off, the flasks are ignited and explode, damaging everyone but him.
#57 When is a trap not a trap? The party finds a room that is empty, but has a web of silvery metal embedded in the floor. The "security specialist" or the whole party, go in to investigate, only to find themselves naked after a short time. This is actually a teleport room for inanimate objects to another deeper layer of the dungeon, but trying to get there or out while scrounging weapons and armor can give a whole new appreciation for what you had and for teamwork.Might help to explain what that 18 charisma is really about, too.
Originally posted by kraleck:
Moving on...
58. The PCs come to a room with a mirrored wall with spikes at the other side. If the PCs succeed at a simple Spot check, they will notice an inscription above the door they came in reflected in the mirror. The PCs will be unable to read the reflected writing and will have to turn around. Doing so will close and magically seal off the door. The solid wall that was once the door now moves 5ft per round towards the spikes and is deactivated by casting Shatter or a Sonic based spell that inflicts at least 5 points of damage while facing the mirror (the mirrored wall and spikes are all made of glass). Doing so reveals the exit beyond the glass wall. The exit puts them back in the place they were before the room.
Originally posted by zombiegleemax:
Originally posted by zombiegleemax:
this my trap i made up:
treasure is surrounded by tables and the tables have spikes under them. the only way to get to the treasure is to walk on the tables. what you want is greedy pcs to immediatly (sp?) jump on the tables and to the treasure. the tables have a spell on it that causes the player to dance uncontrollably(lol). the table then breaks after 2 rounds and the pc will fall onto the spikes. the spikes will then give way and the pc will fall down a pit with more spikes, which leads to another pit with more spikes etc. if the pcs make it to the treasure have be an illusion covering a pit with spikes that leads to another pit with spikes which leads to... well you get the idea.
ile:
edit: added number
Originally posted by E._Ravenwood:
# 60 The Dead Man's Switch
The PC's find a spot that looks promising for a search for traps (a door is best). When the rogue is done, he will have found that the trap is (flaming, acidic, gasious, etc.) and is tripped by motion detection as soon as the door is open, which means he has to open the door to disarm it, but everyone in a 10' spread on either side of the door has to be really still. However, as soon as the rogue pops the door open, the party sees on the other side a really hungry, growling (owl-bear, dire bear, displacer beast, etc), and he lunges towards the party. If the party flees they'll set off the trap, but the hungry beast will set it off anyway...what to do?
Originally posted by zombiegleemax:
#61
The party has to walk up a very long, pretty steeply sloping corridor. At the bottom, they have to jump over a pit to continue up the corridor. At the top there's a large door. When opened, the party sees a steel ball rumbling and rolling towards them, picking up speed.
The party I DM'd this for assumed that the ball would fall into the pit, so they had to make it there, jump it, and let the ball fall in. In matter of fact, there's a one-way wall of force midway above the pit, triggered by the trap and lasting as long as it takes for the ball to get to the pit.
Going hell-for-leather down a sharp incline, your PC's are moving at a fair old clip, and the leap into a wall kinda hurts the first guy there. The PCs coming behind him need to make Reflex saves, otherwise they are unable to stop themselves and rocket straight into the pit as well.
Feel free to populate the pit with additional dressings as you see fit; spikes, gelatinous cubes, toy-poodles, etc.
Solution? The rolling ball is an illusion.
(For true nastiness, have two traps like this (one after another) and then a third trap with no wall of force and a Real ball.)
#62
Tired of PC's who look through keyholes to see what lies ahead? Simple solution; there's an invisible needle sticking out of This particular keyhole, and they just impaled their eye on it. Poison to taste.
Originally posted by kraleck:
Did anybody else get the heebie-jeebies from #62.
Originally posted by horemheb442:
#62 There is a massive door, usually of bronze with thick steel banding on it and a very intricate lock...maybe a two tumbler one so it must be picked twice. No traps detectible on the lock. The door is a 1000lb dummy with very strong steel springs behind it. The only thing keeping the door from crashing at high velosity onto the solid stone floor is the lock...and since the door is the trap, the lock detects as clean. 5d10 damage...at least:evillaugh
#63 Caught up in the moment. If anyone out there has had barbed wire fencing break as you were installing it, this will sound familiar. Several grooves in the floor containing very high tension and brittle barbed wire or razor wire or some combination.When stepped on, it breaks, slashing the lower leg and foot and binding them in painful bonds. Any struggle inflicts more damage. 3d6 + 3 for every round of struggle. Must be cut away to get out of it. High hard boots may defeat it, but soft boots only diminish it and sandles or barefoot take full damage.
Originally posted by horemheb442:
#64 The Hairy Nude Thing This isn't a trap so much as it doesn't do damage but is good for comic relief after they've been pounded on by all these other traps and assorted bad guys.They come into a hallway 240 feet long and straight ahead of them. It is very well lit with torches or magic and there is a door at the far end, easiliy visible from this end. As they hit about 120 ft. in, the door they are facing bursts open and a 3'tall hairy creature rather like a longer legged, bipedal oragutan come careening toward them at a movement of 24. It runs through the party at velocity, screaming unitelligibly, and flees out of the door they just left, slamming it behnd him. The typical response from the party is "What the heck was that!?". To which you say, with as straight a face as you can, "That...was a hairy nude thing."
Originally posted by kraleck:
The next is actually #66.
Originally posted by zombiegleemax:
#66
The tree sling trap. A giant or some creature of great strength bends down a large, thin tree to the ground, and holds it down with a stake. He ties a rope to the top of the tree and makes a loop with the rope on the ground, putting a shiny sword in the center of it. He also attaches a rope to the stake. He takes the other end of the rope attached to the stake, and hides in some nearby foliage. When the adventurer sees the obvious trap and decides to give a try for comedy purposes, make them make a reflex save of 20 to avoid getting launched by the trap when the crafty fellow who made it pulls out the stake. Roll a d20+5 to see how far they get launched (each 1 being equal to 10 feet), the damage being done upon hitting the ground being a d6 for every 10 feet launched.
Originally posted by kimokeo:
67. The characters find a long iron chain dangling through a hole in the ceiling. As they climb to look above they find a large giant holding the other end of the chain. The giant smiles as he takes his end of the chain in his gloved hands and placed the chains' three-pronged end into three holes in the wall.
BZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZ
Originally posted by E._Ravenwood:
BUMP
Originally posted by E._Ravenwood:
BUMP
I wish I could do more than bump this, but I'm starting to run out of ideas
Originally posted by zombiegleemax:
My own personal favorite is the one which gets used on the player who utterly refuses to take part in the game, acting precisely the way to destroy whatever mood the rest of the group wants.
It consists of a perfectly round room, surrounded on the outside by a layer of nearly frictionless slime between the room and the external sphere in the stone. The player wishing to disrupt things is often delivered into it by a chute of some sort, which expels the player with sufficient force to make the sphere begin to turn...
...Taking the hapless player into the Reverse Gravity field on the far half of the sphere. Gravity, now reversed, takes hold and causes the playe to impact on the other side, turning it a bit faster as they cross back over to the normal side. It repeats, the room spinning faster each time, until a terminal velocity with an acceleration force roughly equal to, say, fifty Gs is attained, leaving the errant player smeared into a thin film across the inside of the sphere. It works wonderfully for removing munchkins from the game.
The way to get out alive? Tumble checks, reflex saves, or some sort of other way to keep balanced in the middle zone; eventually the slime's natural friction will slow the sphere to a halt, and perhaps allow for a 'secret exit' to be found.
Originally posted by zombiegleemax:
what a way to die i would not want to play in your party
Originally posted by zombiegleemax:
And I reserve it solely for that one player who is so horrible that he wrecks the entire game for everyone. You know the type - he draws his sword on every commoner, picks fights with every guard, steals from his fellow players, and generally behaves as if he thinks the game world functions for his pleasure alone.
Yeah, that guy.
He gets fed to that trap.
Everyone else just learns to run away screaming anytime they see a kobold.
Originally posted by zombiegleemax:
Originally posted by E._Ravenwood:
#68 Kobold Kamakazi
This trap works best on low level henchman, like kobolds or goblins, or something of the like. They are all wearing these vibrant red medallions that the party will truly want ( because they're greedy, duh) but what they do not realize that these kabolds are fanatics and will stop at nothing to prevent the party from taking another step in their dungeon. When the fight begins to sway in favor of the party, the kobolds will lead a charge into the party, all striking their medallions before they hit. The medallions explode, dealing
2d6 damage to everyone withing 5' of the explosion, which doesn't sound like much, but when you have a few dozen go off around the PC's, that's a lot of damage. Another thing, one explosion will trigger the others, so even the dead kobold's charges go off too.
Originally posted by zombiegleemax:
First off: Ravenwood, I love you.
Second off: My friend was dming and our party was chased into a room with giant boulders flying in every direction through it. We had a bag of tricks, and as per our standard M.O. at that point, launched a rhino into it. Well, the boulders turned out to be an illusion that was real if it was believed in (poor rhino never stood a chance), but what was actually there were the funny gravitational fields. We ended up dispelling a laaarge radius in a panic and killed some of his other traps, but we almost ran straight through because of the whatevertheyweres behind us. We were a little more cautious afterwords because of the graphic detail in which the DM described the fate of the rhino
Third ....
... i love threads like this
Originally posted by kraleck:
69. Stonecarvers are B******s...
The PCs enter a room with a stone sign with "Leave now or die" carved into it and two piles of keys on chains in the far corners. The full traveling party entering activates a symbol of death in the hall before this room. The PCs are allowed mandatory search checks to notice that the "or" has been hastily and sloppily carved with very few stone chippings at the base of the sign (the sign originally said "Leave now and die"). The sign has two keyholes on the back that require a key from each pile to deactivate the symbol, but doing so causes the PCs to take a long hike through an old, yet newly opened, long, winding tunnel to get back to the hall when the door gets permanently sealed off.
70. The Old Switcheroo...
The PCs must throw switches (three settings: up, down, and neutral (or straight out in other words)) in a certain combination to open the doors in the area. The combinations cause all other doors to lock including the one for this room. The trick to this place is that all of the rooms are connected (in communication only) by mirrors that look from this room into other rooms and from other rooms into the switch room. One person must stay in the switch room to throw switches while his buddies loot the place. The switch combination that opens the switch room door also opens the exit door (so that the party cannot screw the switch thrower out of his share of treasure).
71. The New Switcheroo...
As "The Old Switcheroo" except there are monsters locked in the rooms and each new combination also throws a nasty monster or two at anyone in the switch room to take out before they can throw the next switch. If the switch throwers die fighting the monsters, the PCs (dead and alive) are teleported out of the dungeon and the doors reset, which allows the monster(s) that killed Mr. Switch to escape to attack the PCs.
Originally posted by stevetom:
i heard of this one somewhere
72.
in any dungeon, there is a door that isnt trapped or stuck, that the rogue cannot tell, at least. the door itself is not trapped, but when a player goes to open it, a fist(as a bigby's spell) on the other side slams the first person to open the door with as much damage you deem appropriate; i use 8d6. reflex save to take half damage and not fly back 10 feet(another 1d6). once the hand finishes the attack, it then grabs the door handle and slams it shut(trap reset), leaving the party wondering what just happened
if any PC is smart or courteous enough to knock, the hand immediately opens the door and lets the party past.
any other subsequent tries to open the door in an unrespectful manner will result in the trap being sprung
Originally posted by zombiegleemax:
These are simple variations on pit traps that are designed to get the PCs who think that if a pit doesn't end in a wall of force, its safe.
73. In a Hallway (or anywhere really) there is a seemingly normal pit trap spanning an easy distance, say 10ft. Now after going through all the normal things to see if its OK (throw a hafling to see if there is a well of force and the like). Then when they try to jump over it, it turns out that the space just before it was rigged to drop them into the same pit... of whatever evil thing you can come up with (look to E.Ravenwood, for he is awesome at this stuff). You can also put it on the other side so when they jump to safety they fall into the pit instead (should probably offer reflex saves to grab the ledge or something)
74. Another simple pit trap. Have two or three pits that are easy to jump over, but the first one have a spring loaded section just before the drop off that wouldn't drop the PCs in (unless in heavy armor) but instead be made to help them jump a bit higher... unexpectedly. if they fail, they might over shoot there intended target and fall right into the next pit which is filled with something painfull.
Originally posted by kraleck:
75. Log Press...
The PCs are travelling through the forest when they come across an obvious tripwire. If the PCs simply jump over it, they trip a second wire that causes a large branch to smack them in the face (allow a Reflex Save to avoid, deal damage as a one-step-larger sized creature wielding a Club). The force of the branch causes them to stumble back and set off the first wire (the branch does not knock them prone). Now imagine that scene in Return of the Jedi where the AT-ST gets squished by two swinging logs. Effectively that happens.
76. Ogre's Vampire-Bane Fist...
With a door similar to #72, the PC who opens the door gets a large, sharpened, and spring-loaded log lodged into their chest if they cannot make a Reflex save. If they miss the Save on a roll of 1, they die. Otherwise, deal damage as a Lance wielded by an unmounted creature two-steps-larger in size.
77. Low Blow Machine...
Four PCs come across a cubic pedestal with a button on top labelled "Press to Open." When all of the PCs are inside, the door shuts and four pressure plates rise at the four sides of the pedestal. If the PCs stand on the pressure plates and press the button, two metal rods bash each of them in the legs (deals damage as two Quarterstaff hits, Reflex to avoid, failure reduces their speed by 10 feet and gives them a -2 penalty on the upcoming Reflex Save) followed by larger metal rods to the groin (deals damage as a Club, Reflex to avoid damage, failure induces a Fortitude save to avoid being stunned, sickened, and becoming unconscious from the excruciating pain). If the PCs inspect the door, they find that it only shut, it didn't lock.
Originally posted by E._Ravenwood:
78. Break on Through...
This is a good trap for the meathead of the party (as so many of these traps seem to target) But a heavy door in the wall of the castle your PC's are traveling through that leads to...nowhere. The door is set into the wall, and is unopenable (word?
?) When the hefty dude (or dudette) of the party tries to open it the old fashioned way, via a foot through the thing, the door gives way, and the PC needs to role a balance check, or fall out the side of the castle wall. Works particularly well on towers that are pretty dern high
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[sblock=Page 3] Originally posted by kraleck:
Just read #78. E. Ravenwood, you are a super genius.
Originally posted by alcari_ambaron:
Ravenwood, You are one sadistic human being.
Teach me.
anyway,
79. A long hallway in a dwarven mine, with numerous lines along the side walls. A spot check could reveal one of these lines is actually a long slit in the wall. The trap is triggered by pressure of any creature. When triggered, Large, scythe like blades come out of the walls and race down the hallway, towards the party. Every character medium or larger must then make a reflex safe to dodge or take XdX damage.
The dwarves who designed this trap could just walk underneath it.
80. A single 20 by 20 ft room, which is very high (adjust according to PC level), with a Teleport circle which is activated by stepping in it. It is targetted at the roof of this same room. PC steps in room, PC gets teleported to roof and falls, PC hits Circle, repeat as often as sadistic desires warrant.
Originally posted by kraleck:
81. Jars, Jars Everywhere and in One a Sweet Surprise...
The room across the hall from the trap room is locked and has a Magic Mouth cast on its door. The door tells them that the key is hidden in the room across from it. The trap room is filled with thousands of jars. Some of the jars have interesting (possibly deadly) gases trapped inside them, others have deadly vermin, and still others have caustic liquids. One of the jars has a sweet caramel-popcorn-peanut mixture and a ring inside. Putting the ring on brings every physical ability score to 3 (but the wearer doesn't get this physical handicap outside of combat), but heals all lethal damage (this healing only occurs once to each person). The ring has a Knock spell that is limited to the door across the hall. The snack mixture will sustain the PCs for 2-3 meals alone, but will make them ill if they do not eat any other food. Other food stretches this to 4-6 meals.
Originally posted by cog_and_taz:
Not sure if these have been mentioned, but I have two ideas.
1: A book that holds some information that is important for the adventure, which must be read. 'cept it's written in EXPLOSIVE RUNES. How to read it you ask? trap yerself in otiluke's res sphere or some such, and flip the pages with telekinesis.(there, and you thought raven was sadistic? :evillaugh
)
2: quite simply, a pit trap with a teleport tile at the bottom,which teleports you to a metre or so above the pit, for an infinite fall loop
.).
Comments will be appreciated.
EDIT: Doh! sorry, just noticed number 80, my trap is in no way a rip off of that, which I only just saw now. Sorry!
Originally posted by zombiegleemax:
Flames of Passage
Okay, PCs enter a room, and the door seals shut behind them. In the center of the room is a 10x10 water-filled hole. The PCs figure that they are supposed to swim to the next area, so they jump in...
and fall right through the water, and the water dissapears after just a few feet, and then the real thing happens:
The PCs hurtle downwards, and splash into the pit of lava, taking 20D6 points of fire damage for submersion, not to mention about 6D6 points of falling damage, for average damage of roughly 78.
For a lower level version, you can fill the pit with acid or spikes instead.
:evillaugh :evillaugh :evillaugh
The Ogre's Call
This can turn a wussy CR 5 ogre into a challenge that can slay a high-level character.
Okay, the set up:
Ogre: Rogue 2, 8 ranks in balance, improved bull rush feat.
Bridge: Suspended over lava/acid, a rope bridge [Literally-it is made out of ropes separated about 2 feet from each other.] Requires a DC 15 balance check to stay on while moving or if the bridge moves.
The Action: The ogre bull rushes the poor PCs into the lava, nailing them with 20D6 points of fire damage. The ogre could also shake the bridge from the end, forcing balance checks from the PCs.
The Black Lotus Garden
Possibly one of my favorite traps, the Black Lotus Garden is a 20 ft. deep, camoflauged pit filled with a version of black lotus extract that is a contact poison. If you fall into this pit, you take falling damage AND you take 6-36 points of constitution damage. EVIL!
Originally posted by E._Ravenwood:
First off, Kralek, Alcari Ambaron, you are too kind,
#87 Tempted by the Fruit...
This trap works particularly well when your PC's have ran out of food and are near eating thier boots. Deep in enemy territory, they come across a large, wide crevace that runs pretty deep, with steep slopes on either side. The surface they stant in is thick with foliage and lots of little cavelings and nooks for shelter, and better yet, trees with fruit on them. The starving party will want these immediatly, but make them roll a spot check when they see the fruit to begin with. If they made the spot check (DC 15-18) they see that the fruit appears to be pineapples.
This SHOULD make them think. pineapples don't grow on trees, something is awry, but in my campaign, they were to hungry to ask questions and shook the tree until the fruit came down.
This is a booby trap that the enemy has set up in this small grove. The Pineapples are actually bombs (pineapple grenades...get it!) and when they are shaken loose, and hit the ground, or the PC's, they explode. In my campaign, I actually made these like flash-bangs, where the PC was blinded and deafened for 2d6 rounds with a Reflex save of 15 to cut rounds blind and deaf in half, rounding up. This doubled as an alarm, and enemy troops heard the comotion, and a fight insued. The fact they were on top of the ridge, and above the PC's didn't hepl them any either.
#88 Bridge over troubled Water...
This is a reverse drawbridge, and by that, I mean instead of it raising up, and keeping you from going up the incline, it drops to a 45 degree and and dumps you into the moat, cavern, etc. I pulled this on my PC's one time when they were raiding a keep that was set up on a sliver of cliff off a platue, so the only way to get to the keep, other than the bridge, was to scale down the two hundred foot cliff face and then back up. The PC's and their NPC's were already fighting on the bridge, when they saw the men in the gate house go for the winch. They assumed that since they were already on the bridge, they either couldn't lift the bridge due to the weight of the people one it, or the rising bridge would just knock them into the fort. What they didn't expect was for the bridge to just drop, and dump everybody down into the gulch, killing all the NPC's and two PC's (200 foot falls tend to do that) The PC's can roll a reflex of about 13 to hold onto something, and then what do they do? My PC's tried to climb back up, under fire from archers on the crenals of the keep. They didn't like me too much after words...
Oh well!
Originally posted by zombiegleemax:
Alternatively, you can fill said hollow door with poisonous gas, or an 'ignite in contact with air' liquid. A rogue still has a chance to find it, but the trap isn't connected to the door's lock, and serves only to punish people who like to kick doors down, so it likely has a fairly high DC...
Originally posted by zombiegleemax:
89. a room about 20x30. Place a looping fall trap but with a cruel suprise, blade barrier sits 1O feet above the tely circle. Repeat until the consistancy meats your liking or a Ref save to stop the blender. The hole 5x5, that should be ok for reach. Depth 30. 3 are the room
Originally posted by zombiegleemax:
Not so much a trap as it is an interesting battlefield, but here goes.
#90. The PCs enter a room, about 50' by 50' square, with doors at either end. Standing in the center is a large half-orc chap with spiked full plate and as many levels in Fighter as you deem necessary. He holds a greatsword in front of him, with it's tip on the floor and his hands resting on the hilt, as if it were a cane. Behind him is the room's only light source, a large brazier which gives him a spooky silhouette effect. When the PCs are all in the room, he taps the tip of his sword against the ground, and suddenly the walls, doors, and celing all crumble away, and the PCs get the feeling that they are in a cavern of immense size, though everything farther than fifty feet from the brazier is shrouded in darkness. The fighter type then charges away from the PCs and disappears into the darkness. Have all the PCs make a Listen check to notice the fighter, who comes charging out of the darkness behind them and takes a swing at the mage/bard/squishey type in back. He might even do sneak attack damage if you give him rouge levels
.
Here's the trick. The walls are still there, but they're hidden in an illusion, and the entire room is ringed with Teleportation Circles that lead to the opposite end of the room. Remember that retro video game Asteroids, where you could fly off the edge of the screen and reappear on the other side? This is the same thing. You can go through one of the teleports and attack an enemey who *thinks* he's a safe distance from you. Also, anyone who misses with a ranged weapon has to make a reflex save to avoid being hit in the back by his own bolt/arrow/magic ray/etc.
Originally posted by cog_and_taz:
I lose
Originally posted by cog_and_taz:
here's for bumpage:
1: An iron golem in an oil covered room, with an Iron golem that casts heat metal on itself on death by means of a contingency spell. At that point, the doors slam shut. Basically, fly or something until the flames burn out, or smash the wooden doors. Similar to the wolves, but I only have an int score of -18, so leave me be.
2: same as the immovable rod one, but the writing at the top, instead of a code, is explosive runes. The shock will prolly make you fall anyway
.
Oh, and sticks and stones/number 72 are beautiful
Originally posted by cog_and_taz:
Oh alright, here's another one... yet another teleport trap.
You see, there's this arrow/bullet/stone/RPG/whathaveyou that flies at you when you step on a pressure plate, it will either miss you or go right through you. It will then hit the wall behind you, and teleport back to the original place, before flying at you again.
EDIT: another one, the standard locked door with the ceiling coming down(spike to taste), 'cept that when you go in, it activates the lvl 8 otto's irresistable dance spell on the whole party:evillaugh
ze equation: stone ceiling coming down+
=
I have to beat the big R in the sky!*steps on a pressure plate and sees bigby's clenched fist fall from the sky* I didn't mean that, you know!AAAAAAAAAHHHHHHHHH!!!*splat*
Oh, and before I forget... le bump de grande, or whatever
secret note: psst! did I win yet?
Originally posted by boozerker:
#91: Yank and Fall Backwards.
The PCs arrive at a door (pretty sturdy, high DC to break down). They make a strength check (first roll) to pull its handle, but it pulls back harder and sinks further into the door. So now the PC must beat that first roll in order to pull the handle out again (yet it pulls inward once more); repeat. For example, if the PC's first roll is a 14, then the next attempt needs a 15 or higher to pull the handle outward.
At any point that the PC rolls a natural 20, the handle suddenly releases itself and a pit drops open directly behind the PC, who must make a reflex save of DC 19 or fall backwards into the pit from the momentum. Any other PCs that had been standing in its area fall in as well (anyone at its edge who gets a reflex save DC 19 leaps to safety).
Notes: If a natural 20 is rolled on the first attempt, the door handle still releases -- but then lower the DC (to 15) against stumbling backwards.
The pit is 75 ft deep and partly filled with 30 feet of foul smelling water.
#92: Spin Cycle.
PCs come to door with a steel knob. The hallway leading up to it has the shape of a long tube, but the floor is placed slightly above midway up -- for all they know, everything beneath that floor is solid earth.
When the door's knob is turned to the right, the floor plummets rightward and swivels up leftward. If the knob is turned to the left, the opposite happens. Whoever turns the knob must make a reflex save DC 15 to grab onto the knob (or fall), and then a climb check DC 18 to stay hanging on.
And there'll be chaos as the other PCs are tossed about (and damaged from banging against walls).
The PC on the knob needs a climb check to stay put each round, and a balance check if turning it purposefully slow. If those attempts don't beat the DC by 5 (partial success), the knob spins -- moving the floor similarly (50/50 chance left or right). The spin length for partial success is one-quarter of 1d6 (for example, a roll of 3 spins the knob 3/4 of the way, or a roll of 6 spins it one-and-a-half times).
And if the PC fails by less than 5 (partial failure), the knob goes into a mad spin -- 3 full spins per round, until the PC succeeds at the check.
If the PC lets go completely (or fails a check by more than 5 and drops), they'll have to figure out a way to reach the knob again, and make the appropriate climb chekcs if they need to hang onto it again. The handle opens the door when it is pushed in with a bit of force (DC 17 Strength check) before turning it. The floor won't swivel with the handle pushed in.
It could be funnier if the PCs were being chased by a horde of beasts when the knob is turned.
Notes: The floor is held by a thick metal rod at each end of the hallway, which spin by a mechanism attached to the knob. When activated the following happens: both rods spin; a 20x20 ft section of floor below the door slides away (so whoever's hanging onto the knob is cleared by the spinning floor); the floor drops 10 feet (so hanging PC can't use the rod as footing); a stone wall drops at the far end of the tunnel to block escape.
If the PCs give up, they'll discover that once every 1d4 hours, the floor slowly "clicks" back towards its starting position -- the final click raises the stone wall (at the far end) back up. Max 20 clicks (roll d20 to see what position wall is in).
Un-claimer
[sblock]Part of a co-written work (not a "traps" book), go ahead use. For you it's open content
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Originally posted by cog_and_taz:
nice one boozerker! Apart from anything else, you win for formatting, the traps were good too though! So, any ratings on my traps?
Originally posted by boozerker:

And thanks for your comments.
Originally posted by cog_and_taz:
I know, just kidding. As for the comments, you're welcome. I don't get to use these traps on my group much( one person) because he'd just hate me for it/send the rogue in as cannon fodder/randomly toss fireballs around etc.
Oh, and feel free to ignore the underlines, I just thought spaces weren't allowed.
Originally posted by cog_and_taz:
By the way, all traps created by the big R in the sky do win, doesn't matter if that's supposed to happen or not
.
Originally posted by kraleck:
93. Dope on a Soapy Rope
The PCs are being chased by something that they have no chance of defeating. They come across a large chasm that has several ropes that the PCs can balance on. There are 3 x (# of PCs) ropes that they can cross, but 2/3 of them are coated in a slippery soap solution. The soap increases the Balance (if they walk on them)/Climb (if they hand over hand across) DC by five. One mistep and they fall into a fast moving current and wind up ahead of their fellow PCs in great peril.
94. Swamped by the Swamp Beasts
The PCs are crossing a covered stone bridge to get to a wizard's tower and get dumped into the swamp below. Fill the swamp with all sorts of nasties (multiple swarms of swamp vermin work especially well) and you have yourself some freaked out PCs fighting like mad. Later the PCs find out that most of the nasties were actually trying to help the PCs cross the swamp at the magically aided request of the wizard.
95. We're Screwed
The PCs come across a room with a dirt floor and a hole in the corner of the walls and floor. When the PCs find a strange stone with an inscription. Reading said inscription causes the PCs to spin so fast that they get buried up to their chests in the floor (Fortitude Save to avoid becoming dazed and a second Fortitude Save to avoid becoming sickened from the velocity of the spin). The stone then rings like a dinner bell for the critter in the hole.
96. Mealtime Mayhem
The PCs find a banquet hall with a table overloaded with food. When the PCs get within 10 feet of the table, the chairs and silverware animate to hold them at the table and shovel food in their mouths. The PCs must make Fortitude Saves after every pound of food (four saves per PC, the food is super rich and will send them into food comas if they fail all four of them, give them the runs if they fail at least three, slow effect if they fail at least two, -1 to AC and Attacks if they fail at least one). When the PCs have become engorged (the table is cleared of all food when they are), a dinner bell rings and a hungry, PC-eating beast (preferrably with Swallow Whole) is released into the banquet hall.
Originally posted by alcari_ambaron:
97) Pittrap extreme.
a simple XX foot deep pit. Above this pittrap is a glass plate which is covered by dust, or otherwise concealed. Above this plate is an area filled with acid/poison/rust monster essence or whatever suits your facy. Above this are spikes.
When a PC falls down, he recieves falling damage and triggers the Reverse gravity, sending him up, through the glass, shattering it and pouring the liquid into the pittrap. The PC then hangs up there for how ever long you wish to give him, before dropping into the now filled pit.
The PC can attempt to secure himself up there, or get his allies to cover the hole before he falls down again to prevent dropping down when the reverse gravity ends.
98) A rather expensive trap, it's very effective. A pittrap (yes again) with a portable hole at the bottom. Not very scary you say? Then be sure to ask the partymember how he/she is bringing along all his stuf. Bag of holding you say....
Originally posted by zombiegleemax:
99. DEATH
A simple trap really, a massive figure rears up in the hallway in front of the PCs, and swings it's burning scythe towards them, ripping there souls out.
Actually a giant cloak attached to a rod that hurtles upwards, a bit of magic proppelling the scythe into the front PC. The scythe, on making contact, casts power word kill, and if sucessful, triggers a contingenced major image of a ghostly form rising up while shreiking horribly. That should get the PCs attention.
100 BLADE HOPPIN'
Technically nearly impossible to get out of, the Blade Hoppin' machine is mostly for PCs who are incredibly stupid and/or unbalancing. This starts as a rather sissy-seeming trap, with relatively slow-moving blades moving towards the PCs, who can jump or tumble around them. The blades begin switching where they come from, moving a little faster each time, until the blades are hurtling towards the PCs at speeds appropriate to those of a trap. And then if they aren't dead, a WALL of blades hurtles towards them, shredding, grinding, and hacking them apart for several rounds, and then when they stumble out, bloodied and broken, the fall into a pit of spikes and whirling blades.
Originally posted by konad:
26 the pc's find an alter/sarcophagus or something similar, while inspecting item for a trap the rogue sets off a trap that is placed right in front of it. the floor gives way and the rogue falls into a pit, the floor under the alter then pivots and alter falls into the pit on top of the pc
Originally posted by boozerker:
A thousand more to go
Originally posted by alcari_ambaron:
that would be 900 more....
102) not really a trap, but used to be a trap. This was a pittrap a long time ago, but the sides have become unstable. Anyone walking along the edge of the pit causes a landslide of dirt and bricks, being buried underneath them. Adjust DC and damage at will.
Originally posted by boozerker:
Oops.
Originally posted by pi_person:
I llike all of E. Ravenwoods traps
Originally posted by cog_and_taz:
Me too, overly sadistic though. Oh, and please refer to him in more respectful terms: I.E."the big R in the sky"
Originally posted by kraleck:
Kinda long, but here goes...
103. Pinball Machine of Pain
The PCs find themselves inside a large room with a slightly sloped floor, four paddles, a glass ceiling, pits, columns, panels with animated pictures of monsters on them, and vertical trampolines. The PCs are immediately ambushed by an Etherial Filcher, losing only 1d10 random coins (roll 1d4 to determine metal) before it flees. The room lights up with lots of fancy lights and strange music and sound effects are generated below the floor. The Filcher reappears above the ceiling, only it is now of Colossal Size. It inserts a coin into a slot (seen through the glass) and pulls a plunger, releasing a Large Sized Metal Sphere into the room. The PCs must make a number of Reflex saves to avoid becoming flattened, directed at them by each PC's initiative roll (if a d20 roll matches their unmodified initiative roll+1 from the Filcher fight, the ball is propelled at them, otherwise it rolls past harmlessly). The number of Saves is equal to (# of lost gp)d10 rounds with a 1 round breather inbetween coin inserts. The Filcher will then repeat this process until killed or the PCs run out of coins (the Filcher will bawl loudly when it cannot play anymore). Upon the Filcher's defeat, the PCs can escape through the Sphere's entry hole.
Originally posted by keevo_darkwood:
I, for one, think he may actually be the latest incarnation of the infamous Grimtooth. :evillaugh
Originally posted by cog_and_taz:
who's grimtooth? Sorry, I'm all out of trap ideas.
Originally posted by alcari_ambaron:
Don't they teach you kids anything these days?
Originally posted by boozerker:
I've only seen some of Grimtooth's traps, but wow, they had me laughing out loud they're so devious.
Originally posted by E._Ravenwood:
Aw, you guys really like me?
Seriously, you guys flatter me, I'm just a DM who has a lot of
-ed off PC's around him usually
If you use any traps I, or my compatriot, Quantril, have devised, that is thanks enough
I'll post so more later, right now I haven't the time to type.
Till then, Via Con Dios
Originally posted by E._Ravenwood:
#104 The Irish Bricklayer Trap
This is sort of like the one I posted earlier (#39 I believe) but a little bit more sadistic, which I'm sure you all know by now is my better side.
The trap includes a 30'X30' foot room with a 10'x10' shaft leading up through the ceiling, a thick, strong, knotted rope dangling down through the shaft allows the PC's easy access to the top. But only if they do it right.
For the rope isn't tied down to anything per se, rather it is tied to a 500 lb weight that sits on the ledge at the top 150' above, and a pulley in the ceiling threads the rope from the weight to the PC's below. When one PC gets on, nothing happens. If two get on, if they don't go over the 500 lb limit, then nothing still should happen. However, once they cross that 500 lb range, the weight slides off the ledge. Now it gets good.
Whoever's clinging to the rope needs to role a strength (or dex check, which ever you prefer) to keep a hold of the rope as the weight jerks the $*&% out of it. The check should be relatively high, it is 500 lbs we're talking about here. However fails falls off, and takes the appropriate falling damage, and the others who are left on the rope are now taken for a ride as the weight sails down, they shoot up. When the PC's pass the weight coming down, they each must roll a percent check to see if they get clipped by it (25-50 % chance) Which incurrs about 3d8 points of bludgeoning damage and perhaps another chance to fall off.
Whoever is standing in the room below must make a reflex save to avoid the weight when it crashes into the floor, or (check of 13-16, 5d8 Blud. Dmg.)
Now the yahoo's still holding onto the rope will now kiss the ceiling and the pulley as the others below are diving out of the way. This should be another 3-6 d8's worth of damage, plus the loss of use of one's hand or maybe a few missing fingers from eating the pulley.
Then they must roll to keep hold again, and if they fail, they again take the appropriate falling damage. Or you could just do what I did and have the weight break in half one it his the ground, and now that it weighed less than the PC's, they plummit back down after kissing the sky. Mind you, they again could get clipped as the weight goes back up.
Party on, dudes
Originally posted by kraleck:
E. Ravenwood, you are a trap god. I may just call my deity of traps "Ravenwood" in my next game.
Back on topic:
105. The Doormaker
The PCs enter a room with a hinged panel on the wall. If anybody opens the panel, they must make a Reflex save to avoid a large, springloaded boxing glove. The glove (regardless of hitting a PC or not) smashes through the door and smashes the wall on the opposite side of the room through the door opening a hidden treasure room with several corporeal Undead inside. If the PCs get caught in the path of the glove, they take falling damage equal to half the distance travelled, take 2d4+2 Bludgeoning damage from the initial punch, and provoke one attack of opportunity from the nearest undead.
Originally posted by vader_rocks:
Bumpity-bump bump
Originally posted by zombiegleemax:
nice kraleck i like that one.
ok lets keep this one going i LOVE this thread
Originally posted by zombiegleemax:
105: Anyone ever seen Indiana Jones and The Raiders of the Lost Ark?
The players enter a circular room with different colored tiles on the floor. It takes a DC 25 spot check to realize that the tiles look a bit uneven. If a PC steps on the tiles, the tile sinks and a row of darts shoot out the wall at a high velocity, giving them a BAB of 6+. They do no damage to the PC, but the PC must make a DC 28 fortitude check for each dart or become poisoned for 1d12 hours. The darts make the PC a bit woozier and woozier each hour, until at the last hour he passes out and stays asleep for d20 hours.
Originally posted by the_soul_collec...:
This thread needs to keep going.
Bump.
Originally posted by zombiegleemax:
lol ok guys this is just getting mean,
Originally posted by zombiegleemax:

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[sblock=Page 1] Originally posted by kraleck:
Are you a DM? Do you need a clever trap but have no time or imagination? Then do we have a thread for you Explosive Runes. There are all sort of traps that we would like to make but cannot properly implement due to difficulty or vast complexity of the trap. Let's come up with some good, mostly simple traps everyone.
Let me kick things off with:
1. The PCs hear growling in the next room (just a magically looping recording through a speaker). Through the door is a long, darkened (but not completely dark) hallway that the PCs are unable to see the other side of. Eventually the PCs find that the hallway just goes on and on and on and on and on...
This trap is actually a teleportation trap. When the PCs get so far down a long hall, let's say 2/3 of the way through, they are teleported back to about the 1/3 mark of the hall. This is a good way to kill time to wear out buff spells that the PCs will have cast before entering the hall and wasted.
If the PCs see that they are looping back with Search checks or by having one person scout ahead and come up from behind his allies, then the PCs can avoid the teleportation effect by making an Escape Artist check (aided by Balance if they have 5+ ranks) to slide against the wall around the teleport field (it is 3 feet away from both walls).
Let's see what traps you can come up with for beginner players and DMs.
Originally posted by pierow37:
OK.
The PC's enter a 15 foot, by 15 foot room. On the far side is a locked door. in the middle of theh room is a time telling device, but the hands are movable. They are also detachable. but come back if you are not touching the squares adjacent to the time telling device. Just use as the returning ranged magic weapon effect. One is red, and has in absyll: 1, the other is dragonic and reads: 2.
There are 2 runes of each side, one north, one south. the north one reads, in dragonic: OPEN, while the other reads in absyll: CLOSE. One of the two hands is facing one of them, one racing open, other facing closed.
If both hands are put on open, the time telling device explodes dealing 4d8+12 to everyone in the room. but also opens the door. If both hands are on closed, then the same thing happens.
a DC search check 20 reveals a small hole on each side of it, if BOTH clock hands are inserted into the things, then itn will work. but the Absyll one MUST go in the dragonic one. and vis versa. If they are inserted the wrong way, the same thing happens as above, but dealing a critical hit X2.
Originally posted by zombiegleemax:
Simple pit trap - worked well as follows ; pit has two flaps over it first one has its pivot at the near end and is 10 feet long . Second flap has its pivot half way along its length and is also 10 feet long . A spring loaded prop supports the first flap ( by flap i mean a foot or two thick section ) and does not collapse until 200 lbs is at the far end of it - usually this is the fighter - it then swings down and thanks to a lip at the bottom edge the other flap now swings downwards as well . The theif , who is usually very light goes across and pronounces that all is well so then the rest of the party follows . When the big heavy fighter in all his heavy armour crosses he sets off the trap , which would be a reflex save - not exactly a fighters forte - and drops into the very deep pit . Other PC's after hearing from the rogue that all is clear would probably be close behind . Anyone trying to jump backwards has a long way to go , anyone trying to jump forward has a 5 foot wall in front of them now . For a really nasty touch make the force of the PC's hitting the pit floor the driver for some gears to close the flaps !!

Originally posted by kimokeo:
I like the pit-trap. However, there has to be a way passed it if it was constructed as part of someone's defense. How do they get passed if without falling for their own trap?
So, in your construction, the pits are always shifted to one side, meaning their is a walkway that is safe on an edge. Now, this pushes for a balance check (or a jump if they characters want to try that).
After a few of these traps, have two ledges on a couple traps. One ledge is safe. The other is not!
Towards the end of the adventure, the bypasses to the trap must change.
The key to this is to setup the rogue's expectation that the next trap is bypassed like the one before.
Another thing: Making characters bypass a trap that isn't a trap is funny... Make the pit a foot deep. They don't know that but make the trapdoors easy to spot. They'll think of all kinds of ways to bypass what really isn't a problem at all. (this works well with doors that don't open anywhere. There's just rock behind them. Could always put something behind the door to make noise just to make it interesting - or in the pit.)
Originally posted by pierow37:
the pillars of jumping.
a set of pillars is over a 250 foot hole in the ground. with spikes at the bottom. comved in knock out poisen. and ebola... well not really... but they're really dangerous spikes...
The pillars are 1 foot apart. and you enter a room with the tops of the pillars showing. when you jump on the first pillar it's all good. second pillar is an illusion. making you fall rite through it. so is the 4th, and 7th pillar.
They are such losers. the PC's must DIE!
Originally posted by zombiegleemax:
I posted this trap on a thread similar to this one. It requires a bit of thinking on the PCs part.
4. The PCs enter the room, and a huge stone slab falls from the ceiling, trapping them in the room. The floor of the room is divided up into 5ft by 5ft tiles, except for where the PCs are standing. Each tile is also inscribed with a letter. Across the room, the PCs can see a door, and next to the door is a switch. Inscribed on the floor the PCs are standing, is a simple riddle in common. The PCs must spell out the answer by stepping on the tiles. If they step on a wrong tile, an arrow will shoot out of the wall (CR1 Basic Arrow Trap), a poisoned dart will shoot out of the wall (CR1 Poison Dart Trap), or a stone block will fall from the ceiling (CR1 Swinging Block Trap). The switch on the other side of the room will disable all the traps and raise the stone slab. Oh, did I mention that the letters on the tiles are in a language none of the PCs can read

Originally posted by Richmud:
A few pit trap varients, oldies but goodies:
5. The reverse gravity pit trap: Put spikes above illusionary (or not, no one checks the ceiling) ceiling. Put permanet reverse gravity here so that victims go flying up into the spikes.(owner uses anti-magic field to walk through)
6. Double pit trap: Place two seperate pit traps next to each other so that somone leaping over one will land on the other.(owner flies)
7. wall pit trap: Anyone leaping over the pit strikes a wall (either made invisible through magic, being made of glasssteel, or being a wall of force). (used when no one intended to pass through)
edit: added numbers
Originally posted by pierow37:
A langauge no one reads. My only guess is uncommon. I mean come on. It even says no one speaks it, in the name!I posted this trap on a thread similar to this one. It requires a bit of thinking on the PCs part.
4. The PCs enter the room, and a huge stone slab falls from the ceiling, trapping them in the room. The floor of the room is divided up into 5ft by 5ft tiles, except for where the PCs are standing. Each tile is also inscribed with a letter. Across the room, the PCs can see a door, and next to the door is a switch. Inscribed on the floor the PCs are standing, is a simple riddle in common. The PCs must spell out the answer by stepping on the tiles. If they step on a wrong tile, an arrow will shoot out of the wall (CR1 Basic Arrow Trap), a poisoned dart will shoot out of the wall (CR1 Poison Dart Trap), or a stone block will fall from the ceiling (CR1 Swinging Block Trap). The switch on the other side of the room will disable all the traps and raise the stone slab. Oh, did I mention that the letters on the tiles are in a language none of the PCs can read!
Originally posted by zombiegleemax:
No. Just choose a language none of the PCs know. No Druid in the party, choose druidic. The PCs are a bunch of dwarves, choose elven. The PCs can still use Decipher Script (DC 25) or Comprehend Language.A langauge no one reads. My only guess is uncommon. I mean come on. It even says no one speaks it, in the name!
Originally posted by kraleck:
Hmm, only 7 traps so far (and please number your traps, please)...in that case...
8. The PCs have to choose from (# of PCs +1) ropes to swing across a pit. All of the ropes appear sturdy, but only one will not break when somebody swings on it.
9. (variant of #8) More ropes are sturdy, but they ring bells to alert monsters in the room whose door is across the pit.
Originally posted by zombiegleemax:
Sorry Kimokeo , i did forget to mention , this was a trap in a Dwarven tomb that was just a red herring , it led to a dead end . The smaller Dwarves , who would know about the trap , would cross those sections only one at a time and not set off the weight limit in the trap design if they ever needed to go that way . A little off topic but , somethinig i also used for that adventure was to have rooms with 2 secret doors . One door has a relatively low DC and is a red herring for grave robbers , the other DC is 3-5 points higher and is the real passage that the priests would have used .
Originally posted by zombiegleemax:
More of a puzzle than a trap, really....
PC's enter a room, with two doors, one opposite them, and one they entered through.
On the floor are multi-coloured tiles (1 per PC) (make the tiles a geometric mixture of lots of different coloured triangles that criss-cross, and make each on different).
When the PC's exit the door opposite them it brings them back into the room through the door they came in.
Make sure you point out the significance of the tiles.
When PC's stand on them and move through, have some fun with them by bringing them back into the room in different orders, have PC's turn up five minutes later, etc.
The tiles have no significance whatsoever - the PC's can exit the room by going back out the door they came in.
Believe it or not, that kept my group going for an hour and a half.
At one point one was chopping a hole in the wall, and another was prying up the tiles from the floor.

Originally posted by zombiegleemax:
a trapped gold ingot with a sleep spell on it and a giant spider on the ceiling. this got a rogue in my party but tragiccally the cleric made us save him. he ha s since then gotten three party members killed (by a vat of hot oil he dropped on an opponent who was in melee with the fighter, by releasing a mummy and then running away and closing the door trapping the rest of the party in a confined space with it, and finally by su ndering the BBEGs wand of fireball.) fortunately, the last one killed him too
Originally posted by E._Ravenwood:
I'm not sure what number we're on, but I think it's...
11. The PC's Enter large round room, maybe 60' in diameter. Across the room is a stone door with a really tough lock. The Party's Rogue will have to pick it for a long time, or the fighters will have to beat it for a while before it crumbles.
The ground is made of sand, and the ceiling appears to be made of glass, the topside of which is covered in gold coins. This is how you find out who the greedy guy in your party is. It only takes one projectile from a crossbow, sling, bow, etc. to completely shatter the glass. The weight of the coins causes it to break further, and all under the glass (everyone in the room) must make a Reflex save of whatever the DM deems fair (


Originally posted by E._Ravenwood:
12.) The PC's enter a long hallway at a T-junction. There is a small step down into the hall, which appears to be about 70'-90' feet long and ten feet across. Down one end appears to be a dead in wall with a bunch of holes in it, down the other end appears to be a door. Once everyone is in the hallway, they here a grinding noise, and the floor starts to slowly move towards the dead end wall. They now notice the floor is made of rubber. The movement increases in speed until the PC's find themselves running. This is pretty much a big treadmill, and the wall with the holes in it now has spike sticking through them. Anyone who is taken into that wall will be impaled on the spikes for 5d6 damage (or however much you like.) In any case, the trick is to run as fast as you can, which could be difficult for heavily burdened or armed folk, and remember, you're only moving about 5-10
forward a turn. About ten feet in front of the door is a stone platform that
the players can jump onto for safety. For every round a PC remains on the treadmill, they have to roll a balance check of about 10 to stay on their feet. If they fail, then they lose about ten feet, and are that much more closer to the spikes.
There is a switch in the wall on the platform by the door that many will mistake to be the 'off' switch. The trick is the machine starts when all feet hit the rubber, and stop when all of them are off. Whoever hits the switch only reverses the direction of the treadmill, knocking everone still on it down and catapulting them onto the platform, perhaps breaking throught the door.
If you are the type of DM like I am, you will perhaps put some hulking bad guys on the other side of that door ready to hack & slash at the PC's who are out of breath and fatigued.
Have fun.

Originally posted by kraleck:

E. Ravenwood, you have created one of the greatest trap ideas ever.
Originally posted by isebas:
13.When they go into a room you could have a a trap door on the floor and when they step on it of course they fall in.But the best part of this is to have a portal in the bottom and one in the ceiling so they continuosly fall through the floor and come out the ceiling over and over again until the figure out a way to stop themselves.Actually happened to my cousin in the game Narbacular Drop where you make portals to get around this world while trying to get some bolders in place...well anyways its not an RPG but I think its a funny idea :evillaugh
Originally posted by E._Ravenwood:
Thank you very much Kraleck, I'm glad you enjoyed those two traps. A while back ago I came up with a list of good traps for a competition I never got around to entering in. The two traps of mine above are included in this list. Unfortunately I only have an un-editable version to put on here, so those two traps will be included, hope you don't mind, but it will totally be worth it...
Tricks and Traps
1: You’re pulling my chain...
The PC’s get to the end of a hall, and come upon a chain dangling from a hole in the ceiling and a smooth stone slab door. Written on the door is the message “A test of Strength Lies Beyond”. If your PC’s are smart, they will make it so their heavy hitters and fighters will be the first in the room for what lies ahead. The chain obviously opens the door, simply pulling down on it with a Strength Check of about 12 will open the door quite easily. Whoever grasps the chain will feel as though the metal links are wet.
When the chain is yoinked, the door is raised and the fighters rush in, ready for battle, but find a nearly empty room. The room is 100' long, and about 50' wide, and completely dark. There is a small step down through the threshold, leaving everyone standing in shin deep water. About thirty feet away, hanging from the ceiling, about five feet above the water, are two, fat, parallel metal bars, arcs of lightning bounce back and forth between them.
The PC’s will now hear a sickening, wooden crack. That was the ancient block and tackle system that allowed for such an easy Strength Check to lift a heavy stone door and two metal electrodes bursting into hundreds of pieces. The Strength Check to keep the door open and the electrodes in the air is now about 20 or higher. It should be noted that it is at about this point the PC holding the chain realizes his hands have been Sovereign Glued to the chain, and he cant let go. There are a few busted pillar pieces laying around inside the room the others could try to seek refuge on, but they would only allow one person to stay on. They could try to push these under the electrodes to keep them from breeching the water, but they weight about a ton a piece.
Another PC may go back through the door and help the other keep the chain pulled so that the electrodes and the door don’t plunge, but they too, will become glued to the chain.
If all else fails, and the PC holding the chain cannot keep the chain pulled down, all in the room are now trapped and will be electrocuted for 5d6 damage (or more >D) for every round the electrodes are in the water.
The trick is that at the end of the room sits a small table, and on it sits a tube of Universal Solvent with enough for one application. If the person can make it back to the door in time, they can fix the PC right up, unless of course, there are now two holding on to it.
Rather than just being a jerk, it might be a good idea to put a vast treasure in the room, give the PC’s reason to continue risking the chance of going back inside time after time.
If another PC is glues to the chain, it might be an entire side quest in itself to find a way to get him unstuck.
2: Run for Your Life...
The PC’s appear to step through a door in the middle of a very long hallway. There is a door to the left and a wall with spikes at the other end. If they venture out, they will note that the floor appears to made out of rubber. When the last person steps out onto the hallway, the party hears a low rumble then a whining noise. The floor suddenly begins to move towards the spiked wall. The PC's are basically on a large treadmill that begins pulling them
>------------------------|--|---------------------|----| 200' long
>------------------------------------------------------| Door
>-------------------------------------------------|----| 10' wide
towards danger. If thePC’s make a run for itthey will have to makea Balance check of 15 to ensure they stay on , their feet while running on the conveyer belt. If they fail, they fall and zoom towards the spiked wall at about 50 feet a round and must make a Balance check of 15 just to stand back up. They should also realize that though they maybe able to move at 4x their regular speed, they only move a few feet every round. The last ten feet of the hall towards the left is stone, and the PC’s must make a Jump check of 14 to make it onto the stone floor. Once there, there is a switch in the wall. If the players assume it is a stop switch, they are wrong.
Throwing the switch merely reverses the direction of the treadmill. If any are unfortunate enough to hit the spikes, they take 3d8 piercing damage, an evilly aligned DM might make them diseased or poisoned. They will remain on the spike and take an additional 1d8 damage every round until someone throws the switch. When that occurs, the PC’s remaining must make a Balance check of 30 or fall to the ground as they are suddenly pitched forward, and eventually shot off the treadmill. The conveyer will not actually stop until everyone is off. PC’s on the treadmill being hurled into the PC’s on the stone floor near the door will end up doing lots of bludgeoning damage to each other and probably break through the door too. An evil aligned DM might put a long, steep staircase on the other side of the door, or a room full of Orcs or Bugbears in the middle of evening chow.
3. Chimney Sweep...
The players come to a room with what looks like a chimney, which is in fact a tunnel leading up. It is about a 200 foot climb, but the chimney is studded with smooth stones for many foot and hand holds. The tunnel is narrow, so the players will have to go one at a time up the chimney. About halfway up, there is a trigger stone. Whoever trips the stone will afterwards be awarded a Concentration check of 20 to remember what the stone felt like. Rough, and sharp.
The trigger stone releases a spiked weight that is in place at the very top of the chimney, and causes it to fall at an alarming speed. Faster than the PC’s can climb down, and they will probably find that just letting go and falling is the fastest way down. If the players make a successful jump check, the first ten feet of the fall go by with no damage, otherwise, every other ten feet they fall is 1d6 worth of gravity damage. If they are hit by the weight, they take 4d8 piercing damage, and another 1d8 bludgeoning from the weight itself, not to mention they weight will knock them free from the tunnel, and they take whatever falling damage is left. If there are multiple people in the tunnel, it is likely that one falling will cause a chain reaction to cause a massive pile up at the bottom of the chimney.
The weight will stop with a jerk about 10 feet from the bottom of the tunnel, and then slowly crank back up to its usual position as the trap resets itself. Every player has about a 50% chance of triggering the trap, but if the person who tripped it can remember what the trigger stone felt like, and divulges this info to the rest of the party, that percentage drops to about 5%.
Even if the PC’s think they can scramble up the tunnel while the trap is resetting itself are sorely mistaken, for if the trigger is tripped, no matter where the weight is, it will fall, and then start back up.
4. People in glass houses...
The Adventurers enter a round room about 35 feet or so in diameter. The room is filled with sand and there is nothing too special about it, except that the door leading out of the room is heavy steel with a wickedly tough lock that looks as though it needs a key. The ceiling, about 40 feet above, appears to be made of glass, and sitting on this glass sits a vast quantity of gold, or platinum, depending on how good a mood you’re in. Any yahoo will figure out the easiest way to get the cash down is to throw something at it like a rock or a boot. Even a bolt from a crossbow will shatter the glass. All must make a reflex save of 12 to negate falling glass damage. Once that’s done, it’s like Cinco de Mayo when the pinata’s meet its fate.
However...
The glass separated the room from about another five feet of altitude. Contained in the portion above the glass was a poisonous gas that begins to seep down to the players in about 1d2 rounds. Hopefully someone’s been working on the door, because the look is going to take about a DC of 45 or 50 to open, or about five rounds of continuous 20 to 25's to open the sucker. The poison takes a Fort save of 18 every round to keep from taking 1d10 Wis and/or Int damage. The door you came through can let you out, but the gas will keep coming out until you’re outside. The only way to separate yourself from it is to get the hell through the sealing steel door. If your players lose this and all pass out, maybe you should have them all wake up a few days later in nothing but their skives. Maybe that will teach them to secure a way out before attempting a get-rich-quick scheme in the room. If you’re nice, maybe you can put the key to the door in with the gold or platinum that has fallen. Search check of 16 or so. Remember, if you’re taking 1d10 Wis and Int damage every round, it might start getting harder and harder to find that key.
5. Into the Meat Grinder
This is more of a trap to freak your PC’s out. Somewhere deep in a sadistic bastard’s dungeon,
make it so that the only way to continue is through a long, sharp angled chute. The room it sits in is about twenty by twenty, and the lip of the chute sticks about three or feet up into the air in the center of the room, surrounded by sand bags.
After two people have gone down, take that NPC that no one likes or you’ve been meaning to kill off and have him go next. The room the PC’s end up looks like the room they jumped down the chute in, the only difference is the chute is sticking out of a wall and not the floor. When the NPC hops down the others in the room hear a loud “ERRRRUM” and the NPC lands in the exit room in two halves length-wise. The PC’s will now freak out. The trick is that every third person that goes down causes a buzz saw to pop up in the middle of the slide about halfway down the chute. If the PC’s are smart, they will use the bags of sand to set the trigger off once they time it right.
6. He...could...go...all...the...’SPLAT’
This is more of a comical trap than anything that will cause damage. In a relatively short, narrow hallway, the floor is suddenly split by a five foot wide, ten foot across, and five foot deep pit. No problem. The first person who jumps across should have detected magic. About halfway across is an invisible wall. When the PC takes that running jump, he’ll hit that thing like a fly hitting a windshield, and then slowly slide down. The trick is to just climb down into the pit, walk under the wall, and climb up the other side. Hitting the wall with that running jump might cause 2d6 or so damage, but make it subdual, I mean, what are you, a jerk

7. Shredded PC
This is a good sadistic trap to put in a fighting arena. The room should be relatively large, and have lots of levels for fighting, with lots of cauldrons of burning tar for light, and other stuff. Put some heavy hitting enemies in the room, like some ogres or trolls. Ever some-odd feet, there is a five by five foot shaft. Falling in, or getting knocked into, rather, is a new level of pain all together. After good forty foot drop, the tunnel takes a 45 degree slope, and has protrusions in the surface much like a cheese grater. After so many feet of this (5d6 or 5d8 worth of damage) the player takes another vertical spill and lands in a forty by forty by five foot deep vat of salt water. This should probably just deal subdual damage, but it is very sadistic non the less. The only way he’s getting out is climb back out the way he went.


Originally posted by kraleck:
This thread has much potential that shouldn't be wasted...

Originally posted by zombiegleemax:
Not so much a trap, but will cause your PCs to go mad.
A solid wooden (or metal) door with X number of locks on it (I made it 20). It took the rogue a while, but finally he had unlocked all the locks and opened the door. behind the door, a solid brick wall!
Good job I can run fast!
Originally posted by malcaor:
ravenwood, are you the jigsaw killer or something?
actaully a lot of the Saw traps would be good.
Originally posted by thinker89:
I am bumping this because i like it.
Originally posted by Richmud:
You really are supposed to wait 24 hours before bumping.I am bumping this because i like it.
On a more relevent note:
22) Cloaker pit: A varient on the classic illusion pit have a cloaker hide in a pit with a darkness spell over it. Have the cloaker use its silent image ability to create an image of a foe, wait for char to fall in pit and be engulfed by cloaker. Should players figure it out have cloaker rise from pit and attack. (note cloaker needs to speak common to understand when players figure it out)
edit: numbered
Originally posted by E._Ravenwood:
Sorry I messed up the numbering, I think we're on number...
#23) The players enter a very wide, very long room, say 45 by 100 feet long, every 5 x 5 foot space of the floor all the way to the end alternates black and white, so you end up with a large checkerboard pattern. On the other side of this room sits a pedestal or alter that holds the lost relic or whatever your adventurers might be looking for.
Now, when I ran this trap, my PC's figured out what I at first planned the trap to be, one of the colors is rigged to set off a trap the moment someone stepped on it, so they bypassed it easily.
Later on in the campaign, I tried an alternate version of the trap, instead of just one color, I made it a bit nasty.
About twenty feet into the room is when the trapped floor begins, so most people suspect it's relatively safe when nothing has happened this far into the room. Now the fun begins. I flipped a coin to decide on the color, and which ever one you pick, this is how the trap works.
Let's say you picked white. The first white square a PC steps on immediatly sets the trap. If anyone steps on a square surrounding the PC who has set the trap, the square fires up into the air on a powerful spring, driving anyone on it straight into the ceiling for XdX amount of damage (whichever suits your fancy.) If you want to get real nasty, alternate the trapped color every round or so

Originally posted by kraleck:
A friend of mine designed this in a FPS game for a custom multiplayer level.
24. King Tut's Bad Joke - The PCs are being pursued closely by multiple enemies (hopefully stronger than them or an illusion). The PCs come to a twisting hall (so they cannot charge away) with doors on either side. Inside every door the room immediately drops 20 ft onto spikes as they enter. So named as it is in a pyramid/similar desert themed tomb.
Originally posted by kraleck:
I may be ~20 minutes early for this, but...

Originally posted by kraleck:
Grr...


Originally posted by E._Ravenwood:
#25
The players enter a narrow hallway with a small staricase leading up to a large, decrative door. A spot check should tell a PC that the walls are covered in a slick, oily liquid, and their are large scrape marks all along the wall. The door is made of stone, and has no appearant keyhole. It is also stuck, so a strong brute character will have to pull it open. The strength check to open is 22 or higher, depending on what level your pc's are at. When this Stength check succeeds, the PC's will be in for a surprice. The entire wall the door is set in completely slides towards the PC's and continues towards them on the greased walls, and will continue down the stairs after them.
In the particular event I used this trap, I had put an open portcullis at the bottom of the stairs, and a pit to jump over. The Portcullis drops after so long, and if any of the PC's haven't cleared it, then they buy the farm. Or so they thought. The PC's who didn't make it fell into the pit, and the stone slab trapped door fell into the pit. Everyone assumed they had been squished. THey had actually falled down a funnel-like chute that dropped them into another part of the dungeon. It's a good way to split the party up if you need to.
Originally posted by zombiegleemax:
hehe - I just thought of an evil continuation for Ravenwood's trap. When the characters fall down the chute into another part of the dungeon, they find themselves in a room with no visible doors. when they land, the room starts filling with sand. xD they have to find the secret door in order to get out safely.
Originally posted by kraleck:

Originally posted by kraleck:
*heavy sigh* Nobody cares...


Originally posted by kargush:
Not sure about the number, but here goes:
The Flaming Rod:
The PCs enter a large room(say, 100x100 ft). They are standing on a small stair(sai a couple of feet high) The floor before them is covered with about a foot of oil. On the other side of the room is the exit, a large stone door. The PCs will ofcourse want to continue. However, as soon as they step into the oil, the door behind them closes(it's a large, heavy stone slab). From the ceiling, a torch starts to lower on a chain(ca 10 rounds before it hits the oil). The PC will scramble madly to get out. The doors leading out will each have a fiendinsh riddle on them, that must be solved, or a large number of difficult locks(or whatever).
And now, the trick: the torch is an everburning torch. It cannot, under any circumstances, light the oil... More of an annoyance than a trap really.
Originally posted by mtgfan101:
This may be an easy trap, but,
The players enter a room with a 25-foot ceiling, and a floor of 30-feet by 20 feet. Two levers are on the far wall. As soon as they enter the room, both doors bolt down and the PCs are trapped. Closer inspection on the levers reveals two traps, Wall Trap and Ceiling Trap respectively. (The room's exit walls are 20 feet apart, while the wall-trap walls are 30 feet apart.)
An inscription on the wall reads in Common: "Throw one switch and start the other." That is to say, if the players deactivate the Wall Trap, the Ceiling Trap automatically starts falling down to the floor, or vice-versa, where the two non-exit walls close in on each other. The doors do not open after a trap activates.
In the room there are many random items (You can change this list as much as you like):
-A Jar filled with beads
-A large Beam (approx 25 feet long)
-A chest containing sand
-Any other random items you choose (the more there are, the harder it is to figure out the trap.)
The Solution- put the beam straight-up from ceiling to floor. Then deactivate the wall trap. The ceiling trap will not fall down on the PCs, and the doors open.
Originally posted by zombiegleemax:
Okay here is how this one works...The PC's enter a room that is filled with mirrors (this can be to kill or just annoy). When they do an impenatrable wall falls and shuts the door they entered. Now each one of the mirrors will show the person in it as beautiful or having the one thing they want the most. However when a PC touches the mirror (or multiple PC's at once) (they are breakable, but when broke the status affects as said below apply to the WHOLE party) they are instantly transported to the other side and the mirror used is gone. Only they are ugly or physically deformed [spine twists into a 360 loop, spleen explodes, tongue splits into 100ths, etc] (never mentally). So take away CHA, STR, DEX, and CON points here there and everywhere. If they don't find their way out they may be killed from ability drain. Eventually they may reach the other side of the room with the exit mirror. This mirror however will be the reflection of a wall (due to the reflections of the wall that fell in the beginning off of the other mirrors in the room. Once this mirror is touched or smashed all the PC's are reverted back to their stats they had when they first entered the room.
:evillaugh
Originally posted by zombiegleemax:
The PC's enter a room and there is a pillar in the middle. Upon entering they may step on a pressure plate or trip wire that causes the exit door across the room to close. The pillar in the middle of the room however has a lever or button. Upon activating the 5 foot squares surrounding the pillar in an X open up (the lever pusher falls thru). Then iron bars swing above the trapped from the top of the pit out of the stone to seal them in. Then the pit starts to fill with a liquid of your choice (or if you are evil ochre jellies and slimes

Originally posted by kraleck:
Wow...this thread is fighting to stay alive. CLEAR!!!

Originally posted by zombiegleemax:
I haven't read the entire thread and hope I'm not repeating anyone here.
This is one I used to kill off some of those greedy bastard players. They enter a room, filled with hordes of unimaginable treasure. The only thing between them and plunder it all is a pair of demonic looking wolves, engulfed in flames. The elemental creatures will not leave the piles of treasure they guard for any reason but will attack anyone who tries to come near the piles. If anyone pays attention they will notice the stench of oil filling this room, and that is what they are standing ankle deep in. Killing the wolves will cause them to fall to the ground, igniting the oil and burning away the hemp ropes that hold this rooms heavy iron porticullis up. The porticullus will slam down and trap everyone inside with the inferno. you can even go the Ninja Scroll route and have them become covered in molten gold, eventually cooling into statues of themselves.
Originally posted by E._Ravenwood:
I think this will be #31: The door that bites back...
This is a good trap for those hulking fighters who never appreciate their rogues. The PC's approach a door that looks like heavy, reinforced, and strong, however, it appears to be made from very soft wood, like Balsa, or some other kind. Their are no visible key holes, or anything to pick as far as locks go, but the door appears to be stuck. This whole door is trapped, however, so the Rogue will be able to disable it if he finds it to be trapped. However, most fighter/barbarian types will probably just try to smash on through. In doing so, the moment a momentous force (ie, axe, sword, fists, etc) strike the door, the door will explode, sending shards of wooden fragments into the PC's. The PC who struck the door in the first place will take 3d6 piercing damage, people within 5 feet take 2d6, and people within 10 feet take 1d6, and those outside of that get to point and laugh at the splinter covered party.
32: The "Home Alone II" trap
Our brave and fearless PCs come to a door that is heavy reinforced wood. It does not appeared to be locked. However, when the knob is turned and pulled, there is a lot of resistance, like someone on the other side is pulling on the door also. The person pulling the door should roll a strength check of about 15 or so, and then everyone must make a listen check to hear distant rumbling getting closer. The door opens freely now, and anyone can see that it opens to a ramp leading up, and that a rope attached to the otherside of the door just pulled the support out from a large, round boulder, and now it's hurdling towards the PCs. This is really fun especially if they make a run for it, because the boulder take up all the space, so there's no getting around in, and in the campaign I ran when I put this in, the corridor leading to the door in the first place was really long, and on a slight grade, giving the boulder a never ending slope to role down.
33: The door of Confusion
This trap gave my PCs one hell of a time. It appears to be made completely out of glass and the PC's reflections show, so they can't see through it. Technically this is a mirror of opposition. The door only allows one person to go through at one time. When a PC goes through, he open the door, steps through and the door slams behind him. He has just entered a room facing the rest of his party. Wait for some "what the hell" 's to be murmured from the rest of the party but it goes like this.
There is a party just like you, but of completely opposite alignments. When one PC goes through the door, their member of the bizarro party, goes through too, and finds himself facing what looks like his party, while the PC is on the other side looking at what he thinks is his own party, but is really the Bizarro party. But they don't know that, and it is almost guarenteed that multiple PC's will go through the door, go back through the door, and so on, until they finally realize they're dealing with their opposites, and must fight (now would be a good time to drop hints about the opposing party being evil, or good, whichever...) And now you must fight, but they're so damn mixed up, nobody knows who's who anymore.
This is a very confusing trap, however, it works as a great encounter.
Party On, Dudes!

Originally posted by doklahar:
34: Levers of Doom
As the PCs move into this 50ft by 50ft room, they can see that there is a door on the opposing wall, and that the ceiling is 20ft high. The ceiling and floor of this chambre are made of smooth stone, and the door on the opposing wall is made out of a stone. About 1/4 of the way up the wall is a ring of green metal, about 6 inches wide. On the sides of both doors (the one the pcs entered and the one on the opposing wall) are 2 levers, and there are 2 others, 1 on each of the other walls. These are painted Red, Blue, Yellow, Orange, Purple, and Black. Also, they are set at the same level as the green metal ring, breaking the ring into several peices along the wall.
The placement of the levers doesnt actually matter, nor do the order of the colors. But as all of the PCs move into the room, both of the doors shut and seal themselves, becoming completly unopenable. Also, the ceiling begins to slowly fall down, at about 1ft per round. The PCs should begin to panic at this point, and will notice the levers. Pulling these will not cause the ceiling to stop or rise, it will actually cause one of the following effects:
1: Causes the ceiling to fall faster, at 2ft per round instead of 1.
2: Causes holes in the ceiling to open up.
3: Causes spikes 1ft long to come out of the holes in 2
4: Engulfs the lever puller in flames, dealing 2d6 fire damage.
5: Gives the lever puller a short shock, dealing 1d6 electricity damage.
6: Force effect pushes lever puller back 10ft.
The answer to this trap is actually the ring of green metal. Touching the metal on each of the walls causes the ceiling to slop falling, and reverses the effects of 2 and 3 above. Running ones hands along the entire length of the metal ring causes the ceiling to return to normal height, along with unsealing the 2 doors.
For increased Evilness, you can swap out the effects of the levers with more devastating events, such as causing the room to be slowly filled with water.
Originally posted by kraleck:
Good work, contributors. Keep them coming.
Originally posted by zombiegleemax:
Been thinking about this trap since I played Dungeon Siege II ...
35. (I Think) Players enter a room that is 20x20 or so. In the room is a handfull of torches on the walls, all lit, and a large tresure chest or sarcophagus (big enough to contain the nasty suprise). The chest is locked with a standard DC for the party, or you can even have them find the key. As soon as the chest is opened, the lid flies back and reveals a Gibbering Mouther. Once the monster is killed, the corpse can be moved to reveal a second door in the bottom of the chest that reveals the treasure.
Anyone who has played DSII knows that finding a Mimic protecting the treasure at the end of a quest is a real pain. This trap is particulary nasty if the party has already been beaten down by everything else in the dungeon.
And who says first time DMs can't be evil... [/sblock]
[sblock=Page 2] Originally posted by kraleck:
Only 35?!? Come on people, devise those clever traps!!!

Originally posted by kraleck:
I really thought this thread would get farther than 35...

Originally posted by E._Ravenwood:
36. Stairway to Pain
About halfway up a flight of steps is a false step. Its cover is made of brittle material, like disguised glass, and when stepped on with a certain weight shatters, and the PC's foot falls through. If he doesn't remove his foot carefully, and just pulls it on out, he'll relize his mistake, for there are spikes inside angled at about 45 degrees, so when his foot goes in, nothing happens, but when he tries to pull it out...have the PC take whatever damage you deem appropriate, but cut his base movement by half.
37. Psychololgy, thy name is fear
If anyone has ever seen "Raiders of the Lost Ark", when Dr. Jones is creeping through the booby trapped temple to take the golden idle head thingy, the prized relic sits on a pedestal at the end of the room, with a long walk towards it with many tiles that looke like they could be pressure plates, and lots of holes in the way that look like they could fire darts. I pulled this on my PC's one time, and though it wasn't trapped at all ( I did that once they got to the prize) it sure as hell made them suspicious. One thing you can also do to this trap is make it unarmed when they walk across, but all are armed once the relic, idle, whatever is removed from its pedestal. Since your PC's thought it was safe to walk across the first time, maybe they'll think they can just mosey on out.
38. The burning sensation means its working...
This is a spin to all you commonly used pit traps. It usually pays to have combat going on while you activate it.
THe PC's are fighting in a large circular rooms in a castle, fort, dungeon, HQ, etc, with big door leading in each cardnal direction. The room is about 50' in diameter and its full of rubbish. In the center of the room is a 20' diameter circle set into the floor. While fighting, if a lever is activate, whatever kind of trigger you want, opens the 20' area like a trap door. This is actually a garbage chute. After a good fall, they find why this is used as a garbage shute, because at the bottom is a huge gelatinous cube, err... cylander, and he's sopping up the goods, which include fallying PC's. Gravity ought to drive them pretty deep into the thing, and there's really only two ways to get a PC out of it. Kill it, or bungee jump into it and have the rest of the party haul you out (believe me, this option can work, I tried it once. It may sting a little though)
39. This one always makes me laugh
Its true, this is a trap I just use for comic relief. The PC's enter a room that appears to a have a rope dangling from the ceiling. upon further inspection, it appears to lead up through a hole in the ceiling into blackness. In a true case of curiosity killing the PC, if anyone attempts to climb the rope, their weight opens a trap door underneath them and snaps the rope. I usually put something good at the bottom of the pit, so the embaressed PC at least has something to show for instead of just a bruised butt.
40. Rollin, Rollin, Rollin...
In a 10' wide halway, make it pretty long, there appear to be pressure plates all along the floor. It looks as though who ever built the place didn't even go through the trouble of disguising them, and they are easily avoidable.
However, to tests ones greedy habits, ever so many feet down the hall is a platnum lever in the up position. They look really appealing, and a successful apraise check will show they are worth about 500 gp each.
They can break off with a strength check of 20, but if they miss the check there is a 50% chance they inadventantly threw the switch. Now it's time to see which of the part is the best sprinter.
A heavy thud echos through the hallway, and up the way they came, they can see three stone wheels, about the size of a modern day truck tire, rolling down the hallway, setting off all the pressure plates, sending up an array of traps from darts, arrows, gasses, acids, flames, etc.
Very effective, very mean, very...DM-esque!

Originally posted by cryosilver:
The setup is incredibly simple on this one. The PCs are walking down a corridor, about 150 feet long.
About 50 feet down, there is a subjective gravity effect that points DOWN THE HALL. The first PC to reach it falls SIDEWAYS, into the door at the end of the hall, which is really just a painting on canvas (DC 20 to notice, but with a -10 penalty for being 100 feet away) over a stone wall with spikes.
DC to notice: 20, with the -10 penalty; +2 if the PCs notice that the tapestries in the hall have been nailed to the wall, so they hang straight down.
DC to disarm: N/A; dispelling negates the effect for 1d4 rounds, as normal.
Reflex save: DC 20 for half
Damage: 10d6 falling + 2d6 spikes; poisoned, if you're a real ass.
Originally posted by E._Ravenwood:
# 42: The trapped treasure room...
This is better for a higher level party. After the PC's have butchered their way through the dungeon, they reach the treasure room which sits in a round 50' diameter with a stepped platform in the center that is 20' in diameter and raised about 2 feet. Every five feet or so placed around the treasure platform is a stone pillar that is about 10' off the ground with a life sized stone statue of a warrior on each one (8 total). The Platform is covered with treasure, coins of all kind are scattered on the floor so thick, you can't even see the floor, weapon racks full of exoticly designed and decorated weapons sit next to chests spilling with coins, jewels, gems and all kinds of art pieces. As the party begins to rumage through their new found treasure, the Statues spring to life, and will protect it at all costs.
Stone Treasure Guard (CR 10 each)
Medium Constuct
True Nuetral
AC:18 (10+6 natural +1 Dex +1 Deflection) Touch:12 Flat Footed:17
HP:125 (12HD) Speed: 20 feet
Immune like all Constructs
Fort:7 Ref:5 Will:3
Abilities: Str: 18 (+4) Dex: 12 (+1) Con: 14 (+2) Int: 8 (-1) Wis:12 (+1) Cha: 10
Feats: Weapon Focus* Weapon Specialization*
Melee: One of these Weapons
Longsword (+14/+9) 1d8+8 19-20/x2
Greatsword (+14/+9) 2d6+8 19-20/x2
Battle Axe (+14/+9) 1d8+8 20/x3
Long Spear (+14/+9) 1d8+9 20/x3
Long Bow (+11/+6) 1d8+2 20/x3
Heavy Crossbow (+11/+6) 1d10+2 19-20/x2
Halberd (+14/+9) 1d10+8 20/x3
Flacion (+14/+9) 2d4+8 18-20/x2
SQ: Stone Walk - these creatures are made of stone and can climb on any object made of stone no matter what the angle so long as one hand is free.
Damage Reduction 5/bludgeoning
*which ever is weilding the weapon, the guard has weapon focus and specialization to the appropriate weapon its carrying
If you want to scale it down a bit, you can lower the number of guards used, or tweak their stats, but I pulled these guys on my party one time when they were level 16. The party consisted of 9 people, including my PC, and was 2 Paladins, 2 Fighters, 1 Cleric, 1 Ranger, a Rouge (me

I had these stone buggers bouncing all over the walls, the ceiling, the pillars, and by the end of the fray we killed all eight after losing a paladin a cleric, and our ranger. That is why you do what I did and put something really good in the treasure horde, like a wand of "Heal", or a bunch of healing potions. I myself put a scroll true reserection in the horde, but I thought that was a little to easy. So I put the scroll in a cryptex (having just recently read "The Da Vinci Code") and the scroll would be destroyed if the cylander was not opened correctly. I put a lock on it instead of a key, I couldn't think of a good riddle. Anyway, if you go this way about it, you will need to drop a clue of the scroll's porperty, and they will have to sift through the treasure to find a key, which could take a while, the only time PC's will complain about having too much treasure.
Originally posted by kraleck:
This is still too cool to die yet...

Originally posted by zombiegleemax:
43) Magnetic Walls
This is a good trap for archers. The party enters a faily good sized room, maybe 40X40 or 50x50 feet. The walls are made of hewn stone, with small circlets of metal inlayed into the wall. When approached, PCs in metal armor will "fell the slightest of sensations of being pulled toward the wall" The circles of metal are magnets, which do not appear to be very strong. However, unload a couple of monsters into the room, and the Archers of the party will just see how it will screw with their game. After firing a bolt or arrow, the projectile will travel about 20' and then begin to very toward one of the walls, striking anyone who happens to be in the flight path, even one of the own party mates.
44) More fun with magnets
This one I used on while a group of PCs were approaching a known villians residence in a forest. It really messed with their minds.
As the PCs approached the house, there area was scattered with heavy stones. When the PCs came close to the rocks, the stones began to shake, and suddenly launched themselves at all wearing metal armor. The PCs thought that some sorcerous guard was playing tricks on them, but in fact the rocks were loadstones and placed around the residence to ward off intruders.
45) The Scales of Justice
When the PCs fall into a pit, simple enough to put one in your dungeon, have them land on a chute, and begin sliding. Then devid them equally according to WEIGHT, and split them up via a fork in the chute or something. They are dropped out on two hard slabs of stone suspended by chains, and are about 20 feet away from each other, and below them is a vat of bubbling lava. In front of them is a platform that each party can jump onto to stay alive, assuming they make an appropriate check which I will leave to you to decide, however, they are on a balanced scale, and as soon as weight on one slab is taken off, or added ( if possible ) the other will begine to sink closer and closer to the lava.
Shake things up by putting bad guys on the safety platform who don't realize that the party are on a balance, and have them jump onto the slabs to fight.
Warning, this could get messy, make sure your PCs have a back up character ready in case of accident

Originally posted by bomaz:
evil:
gate in the end of a corridor, when you walk through it you fall into shaft say 100 ft deep. in the middle of the shaft is a permanent prismatic sphere. at the bottom is a gate leading to the top of the shaft
Originally posted by E._Ravenwood:

Bump
Originally posted by arco_versipellis:
My players have come to hate the trap I developed. Take a regular pit trap and fill the bottom with waste (the grosser the better). In each corner of the pit there are tubes running from the bottom to the surface. Suspended above the pit is a vial of alchemist fire. When the trap is set off, the victim falls, followed by the alchemist fire. They land and take damage, then must save against the effects of alchemist fire; the tubes help keep air circulating so the waste keeps burning. Saves against naustiea as well.
Originally posted by E._Ravenwood:
Acro, dude, that is the most @$%#-ing vile trap I've ever heard of...I'm totally using it

Originally posted by zombiegleemax:
#48 Sticks and Stones...
This is a good trap for the token meathead tank of the party. The party enters a long, wide hall that has no traps visable at first. After walking about thirty feet, a thick, wooden beam fires out from one wall of the corridor into the next, and a message carved on the wood states "Break me, and ye' shall pass". The Tank will take a wack at it, the beam has a harness of 12, and hp of 20. Once broken, the PCs will walk another 30' down the hall, and a stone beam will shoot out the same size and dimension as the wooden one. The message now says "Is that all ye' got?" The tank will take the challenge, and try to smash through again. Stone beam has a harness of 16, and an hp of 30.
Another 30' down the hall, and a steel beam shoots out with the message, "C'mon ye' bonnie lass, try an' break this un'." Steel beam has a hardness of 20, and an hp of 45.
After this one, the party gets about fifty feet down the corridor, almost to the end, when a thin wooden pole shoots across the corridor with the message, "Go ahead, laddy, make my day"
The wooden pole has a harness of 8 and an hp of 5, but what the tank doesn't know is that this is a staff of pain. When he (or she) breaks it, the tank is hit with 'Inflict serious wounds' (3d6+11 negative energy damage, will22/half) 'Eyebite' (target becomes becomes panicked, sickend and comotose for 8 hours, will22/negate) and 'Wrack' (Renders the victim helpless with pain for 24 hours, will22/negate)
Very mean thing to do, that's why I suggest you use it.
P.S. - if a spell caster casts 'detect magic' the staff will illuminate, and can be extracted from the wall with a str.check of about 24 or so.
49. Immovable Rods of Falling...
This one is fun, and diverts that

Have fun

Originally posted by E._Ravenwood:
#50 Chinese Water Torture...cranked up a notch
The PC's enter a room that reveals quite a bit. When they enter the 30' wide X 60' long room, they notice immediatly that the walls and ceiling are made of glass, and just outside is water, with an abundance of creatures and stuff floating around. Put some bad guys in the room who ain't too smart (ie orcs, goblins, whatever) and have them attack the party. Fighting will have to be done so carefully, because the glass on has a hardness of 2, and an hp of 1 (I could be wrong, whatever it is in the PHB.)
Once the glass is struck (easly casued by poorly aimed projectiles) water will start gushing into the room, and let some of the creatures in too. Try not to make a whole panel give out, but enough to make the PC's need to rush to the other door and hold their breath.
Originally posted by isebas:
51.This one would be especially good for a group with alot of greedy pcs in it.When the pcs are in a dungeon...have the see at the end of a hall a large room filled with treasure(explain its contents alot...the juicier the better) looking like its going to overflow.There's a pathway leading to a giant gold statue and it looks like there might be adjoining rooms.Make it so they can see a couple of goblin gaurds or maybe some kobolds or any low lvl monsters, but to put only a couple in.Then they go running into it and the monsters disappear.They think they are in the room but actually they are in a giant pool of quicksand but instead of drowning they just sink to the bottom and are transported to another dungeon 200 miles or so away.

Originally posted by zombiegleemax:
The Halfling Trap:
More of a category than a specific trap, this one consists of an irresistable dungeon feature, such as a lever, button, crank, or winch that does nothing but activate some nastiness on the person who uses it. 99% of the time adventurers will use such things just to see what happens...
Originally posted by horemheb442:
I was drafted during the end of the Vietnam war and will always remember the mock Viet Cong village they took us through in target detection in basic training. Some of the simplest, nastiest traps I have ever seen, and they were real.
#54 Paddle trap. On a trail or in a narrow hall are two 2'x2'x3' holes about 18" apart. there is a shallow trough between then on which is laid a strong pole with two spiked paddles on it.Spikes up. This is all slightly below the surface and is well disguised. The unsuspecting individual steps into the first hole (from either direction) and falls in, impailing their foot and causing the paddle to pivot forcefully and impact @ 3' up from the foot. (ie: belly, crotch, face for a halfling or dwarf) The spikes were usually poisoned, as well.
#55 Trail Sweeper. There is a trail or hallway with a curve or turn in it. It should be fairly narrow (5' or less) and works particularly well on bridges. In a variation of the "Daisy Chain", the person at the head of the party triggers a large, heavy spiked ball suspended by a rope or chain from about halfway down the bridge or this part of the trail. It will sweep a bridge clean, often only leaving the lead and trailing people. You might be able to avoid it with a dive to your belly. (Reaction roll) The turn because that is where the ball is attached, waiting to work.
#56 Daisy Chain. There are a line of flasks, containing oil, Greek fire, etc. They start about 15' from the trip wire. The "scout" sets it off, the flasks are ignited and explode, damaging everyone but him.
#57 When is a trap not a trap? The party finds a room that is empty, but has a web of silvery metal embedded in the floor. The "security specialist" or the whole party, go in to investigate, only to find themselves naked after a short time. This is actually a teleport room for inanimate objects to another deeper layer of the dungeon, but trying to get there or out while scrounging weapons and armor can give a whole new appreciation for what you had and for teamwork.Might help to explain what that 18 charisma is really about, too.
Originally posted by kraleck:
I am so using these, Quantrill. You must be some sort of insane genius to come up with these.48. Sticks and Stones...
...clip...
49. Immovable Rods of Falling...
...clip...
Moving on...
58. The PCs come to a room with a mirrored wall with spikes at the other side. If the PCs succeed at a simple Spot check, they will notice an inscription above the door they came in reflected in the mirror. The PCs will be unable to read the reflected writing and will have to turn around. Doing so will close and magically seal off the door. The solid wall that was once the door now moves 5ft per round towards the spikes and is deactivated by casting Shatter or a Sonic based spell that inflicts at least 5 points of damage while facing the mirror (the mirrored wall and spikes are all made of glass). Doing so reveals the exit beyond the glass wall. The exit puts them back in the place they were before the room.
Originally posted by zombiegleemax:
Did you read a book about a kid who goes into this theme park to save his little brother and the rides or funhouses become killer. Because I remember a book by like, I dunno, but I read a bunch of his books, and this was one of the traps.Okay here is how this one works...The PC's enter a room that is filled with mirrors (this can be to kill or just annoy). When they do an impenatrable wall falls and shuts the door they entered. Now each one of the mirrors will show the person in it as beautiful or having the one thing they want the most. However when a PC touches the mirror (or multiple PC's at once) (they are breakable, but when broke the status affects as said below apply to the WHOLE party) they are instantly transported to the other side and the mirror used is gone. Only they are ugly or physically deformed [spine twists into a 360 loop, spleen explodes, tongue splits into 100ths, etc] (never mentally). So take away CHA, STR, DEX, and CON points here there and everywhere. If they don't find their way out they may be killed from ability drain. Eventually they may reach the other side of the room with the exit mirror. This mirror however will be the reflection of a wall (due to the reflections of the wall that fell in the beginning off of the other mirrors in the room. Once this mirror is touched or smashed all the PC's are reverted back to their stats they had when they first entered the room.
:evillaugh
Originally posted by zombiegleemax:
this my trap i made up:
treasure is surrounded by tables and the tables have spikes under them. the only way to get to the treasure is to walk on the tables. what you want is greedy pcs to immediatly (sp?) jump on the tables and to the treasure. the tables have a spell on it that causes the player to dance uncontrollably(lol). the table then breaks after 2 rounds and the pc will fall onto the spikes. the spikes will then give way and the pc will fall down a pit with more spikes, which leads to another pit with more spikes etc. if the pcs make it to the treasure have be an illusion covering a pit with spikes that leads to another pit with spikes which leads to... well you get the idea.

edit: added number
Originally posted by E._Ravenwood:
# 60 The Dead Man's Switch
The PC's find a spot that looks promising for a search for traps (a door is best). When the rogue is done, he will have found that the trap is (flaming, acidic, gasious, etc.) and is tripped by motion detection as soon as the door is open, which means he has to open the door to disarm it, but everyone in a 10' spread on either side of the door has to be really still. However, as soon as the rogue pops the door open, the party sees on the other side a really hungry, growling (owl-bear, dire bear, displacer beast, etc), and he lunges towards the party. If the party flees they'll set off the trap, but the hungry beast will set it off anyway...what to do?

Originally posted by zombiegleemax:
#61
The party has to walk up a very long, pretty steeply sloping corridor. At the bottom, they have to jump over a pit to continue up the corridor. At the top there's a large door. When opened, the party sees a steel ball rumbling and rolling towards them, picking up speed.
The party I DM'd this for assumed that the ball would fall into the pit, so they had to make it there, jump it, and let the ball fall in. In matter of fact, there's a one-way wall of force midway above the pit, triggered by the trap and lasting as long as it takes for the ball to get to the pit.
Going hell-for-leather down a sharp incline, your PC's are moving at a fair old clip, and the leap into a wall kinda hurts the first guy there. The PCs coming behind him need to make Reflex saves, otherwise they are unable to stop themselves and rocket straight into the pit as well.
Feel free to populate the pit with additional dressings as you see fit; spikes, gelatinous cubes, toy-poodles, etc.
Solution? The rolling ball is an illusion.
(For true nastiness, have two traps like this (one after another) and then a third trap with no wall of force and a Real ball.)
#62
Tired of PC's who look through keyholes to see what lies ahead? Simple solution; there's an invisible needle sticking out of This particular keyhole, and they just impaled their eye on it. Poison to taste.
Originally posted by kraleck:
Did anybody else get the heebie-jeebies from #62.
Originally posted by horemheb442:
#62 There is a massive door, usually of bronze with thick steel banding on it and a very intricate lock...maybe a two tumbler one so it must be picked twice. No traps detectible on the lock. The door is a 1000lb dummy with very strong steel springs behind it. The only thing keeping the door from crashing at high velosity onto the solid stone floor is the lock...and since the door is the trap, the lock detects as clean. 5d10 damage...at least:evillaugh
#63 Caught up in the moment. If anyone out there has had barbed wire fencing break as you were installing it, this will sound familiar. Several grooves in the floor containing very high tension and brittle barbed wire or razor wire or some combination.When stepped on, it breaks, slashing the lower leg and foot and binding them in painful bonds. Any struggle inflicts more damage. 3d6 + 3 for every round of struggle. Must be cut away to get out of it. High hard boots may defeat it, but soft boots only diminish it and sandles or barefoot take full damage.
Originally posted by horemheb442:
#64 The Hairy Nude Thing This isn't a trap so much as it doesn't do damage but is good for comic relief after they've been pounded on by all these other traps and assorted bad guys.They come into a hallway 240 feet long and straight ahead of them. It is very well lit with torches or magic and there is a door at the far end, easiliy visible from this end. As they hit about 120 ft. in, the door they are facing bursts open and a 3'tall hairy creature rather like a longer legged, bipedal oragutan come careening toward them at a movement of 24. It runs through the party at velocity, screaming unitelligibly, and flees out of the door they just left, slamming it behnd him. The typical response from the party is "What the heck was that!?". To which you say, with as straight a face as you can, "That...was a hairy nude thing."
Originally posted by kraleck:
The next is actually #66.
Originally posted by zombiegleemax:
#66
The tree sling trap. A giant or some creature of great strength bends down a large, thin tree to the ground, and holds it down with a stake. He ties a rope to the top of the tree and makes a loop with the rope on the ground, putting a shiny sword in the center of it. He also attaches a rope to the stake. He takes the other end of the rope attached to the stake, and hides in some nearby foliage. When the adventurer sees the obvious trap and decides to give a try for comedy purposes, make them make a reflex save of 20 to avoid getting launched by the trap when the crafty fellow who made it pulls out the stake. Roll a d20+5 to see how far they get launched (each 1 being equal to 10 feet), the damage being done upon hitting the ground being a d6 for every 10 feet launched.
Originally posted by kimokeo:
67. The characters find a long iron chain dangling through a hole in the ceiling. As they climb to look above they find a large giant holding the other end of the chain. The giant smiles as he takes his end of the chain in his gloved hands and placed the chains' three-pronged end into three holes in the wall.
BZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZ
Originally posted by E._Ravenwood:


Originally posted by E._Ravenwood:


I wish I could do more than bump this, but I'm starting to run out of ideas

Originally posted by zombiegleemax:
My own personal favorite is the one which gets used on the player who utterly refuses to take part in the game, acting precisely the way to destroy whatever mood the rest of the group wants.
It consists of a perfectly round room, surrounded on the outside by a layer of nearly frictionless slime between the room and the external sphere in the stone. The player wishing to disrupt things is often delivered into it by a chute of some sort, which expels the player with sufficient force to make the sphere begin to turn...
...Taking the hapless player into the Reverse Gravity field on the far half of the sphere. Gravity, now reversed, takes hold and causes the playe to impact on the other side, turning it a bit faster as they cross back over to the normal side. It repeats, the room spinning faster each time, until a terminal velocity with an acceleration force roughly equal to, say, fifty Gs is attained, leaving the errant player smeared into a thin film across the inside of the sphere. It works wonderfully for removing munchkins from the game.
The way to get out alive? Tumble checks, reflex saves, or some sort of other way to keep balanced in the middle zone; eventually the slime's natural friction will slow the sphere to a halt, and perhaps allow for a 'secret exit' to be found.
Originally posted by zombiegleemax:
My own personal favorite is the one which gets used on the player who utterly refuses to take part in the game, acting precisely the way to destroy whatever mood the rest of the group wants.
It consists of a perfectly round room, surrounded on the outside by a layer of nearly frictionless slime between the room and the external sphere in the stone. The player wishing to disrupt things is often delivered into it by a chute of some sort, which expels the player with sufficient force to make the sphere begin to turn...
...Taking the hapless player into the Reverse Gravity field on the far half of the sphere. Gravity, now reversed, takes hold and causes the playe to impact on the other side, turning it a bit faster as they cross back over to the normal side. It repeats, the room spinning faster each time, until a terminal velocity with an acceleration force roughly equal to, say, fifty Gs is attained, leaving the errant player smeared into a thin film across the inside of the sphere. It works wonderfully for removing munchkins from the game.
The way to get out alive? Tumble checks, reflex saves, or some sort of other way to keep balanced in the middle zone; eventually the slime's natural friction will slow the sphere to a halt, and perhaps allow for a 'secret exit' to be found.

Originally posted by zombiegleemax:
I've never had to use it.what a way to die i would not want to play in your party![]()
And I reserve it solely for that one player who is so horrible that he wrecks the entire game for everyone. You know the type - he draws his sword on every commoner, picks fights with every guard, steals from his fellow players, and generally behaves as if he thinks the game world functions for his pleasure alone.
Yeah, that guy.
He gets fed to that trap.
Everyone else just learns to run away screaming anytime they see a kobold.

Originally posted by zombiegleemax:
Oh well thats a good reason.I've never had to use it.
And I reserve it solely for that one player who is so horrible that he wrecks the entire game for everyone. You know the type - he draws his sword on every commoner, picks fights with every guard, steals from his fellow players, and generally behaves as if he thinks the game world functions for his pleasure alone.
Yeah, that guy.
He gets fed to that trap.
Everyone else just learns to run away screaming anytime they see a kobold.![]()
Originally posted by E._Ravenwood:
#68 Kobold Kamakazi
This trap works best on low level henchman, like kobolds or goblins, or something of the like. They are all wearing these vibrant red medallions that the party will truly want ( because they're greedy, duh) but what they do not realize that these kabolds are fanatics and will stop at nothing to prevent the party from taking another step in their dungeon. When the fight begins to sway in favor of the party, the kobolds will lead a charge into the party, all striking their medallions before they hit. The medallions explode, dealing
2d6 damage to everyone withing 5' of the explosion, which doesn't sound like much, but when you have a few dozen go off around the PC's, that's a lot of damage. Another thing, one explosion will trigger the others, so even the dead kobold's charges go off too.
Originally posted by zombiegleemax:
First off: Ravenwood, I love you.
Second off: My friend was dming and our party was chased into a room with giant boulders flying in every direction through it. We had a bag of tricks, and as per our standard M.O. at that point, launched a rhino into it. Well, the boulders turned out to be an illusion that was real if it was believed in (poor rhino never stood a chance), but what was actually there were the funny gravitational fields. We ended up dispelling a laaarge radius in a panic and killed some of his other traps, but we almost ran straight through because of the whatevertheyweres behind us. We were a little more cautious afterwords because of the graphic detail in which the DM described the fate of the rhino

Third ....



Originally posted by kraleck:
69. Stonecarvers are B******s...
The PCs enter a room with a stone sign with "Leave now or die" carved into it and two piles of keys on chains in the far corners. The full traveling party entering activates a symbol of death in the hall before this room. The PCs are allowed mandatory search checks to notice that the "or" has been hastily and sloppily carved with very few stone chippings at the base of the sign (the sign originally said "Leave now and die"). The sign has two keyholes on the back that require a key from each pile to deactivate the symbol, but doing so causes the PCs to take a long hike through an old, yet newly opened, long, winding tunnel to get back to the hall when the door gets permanently sealed off.
70. The Old Switcheroo...
The PCs must throw switches (three settings: up, down, and neutral (or straight out in other words)) in a certain combination to open the doors in the area. The combinations cause all other doors to lock including the one for this room. The trick to this place is that all of the rooms are connected (in communication only) by mirrors that look from this room into other rooms and from other rooms into the switch room. One person must stay in the switch room to throw switches while his buddies loot the place. The switch combination that opens the switch room door also opens the exit door (so that the party cannot screw the switch thrower out of his share of treasure).
71. The New Switcheroo...
As "The Old Switcheroo" except there are monsters locked in the rooms and each new combination also throws a nasty monster or two at anyone in the switch room to take out before they can throw the next switch. If the switch throwers die fighting the monsters, the PCs (dead and alive) are teleported out of the dungeon and the doors reset, which allows the monster(s) that killed Mr. Switch to escape to attack the PCs.
Originally posted by stevetom:
i heard of this one somewhere
72.
in any dungeon, there is a door that isnt trapped or stuck, that the rogue cannot tell, at least. the door itself is not trapped, but when a player goes to open it, a fist(as a bigby's spell) on the other side slams the first person to open the door with as much damage you deem appropriate; i use 8d6. reflex save to take half damage and not fly back 10 feet(another 1d6). once the hand finishes the attack, it then grabs the door handle and slams it shut(trap reset), leaving the party wondering what just happened

if any PC is smart or courteous enough to knock, the hand immediately opens the door and lets the party past.
any other subsequent tries to open the door in an unrespectful manner will result in the trap being sprung
Originally posted by zombiegleemax:
These are simple variations on pit traps that are designed to get the PCs who think that if a pit doesn't end in a wall of force, its safe.
73. In a Hallway (or anywhere really) there is a seemingly normal pit trap spanning an easy distance, say 10ft. Now after going through all the normal things to see if its OK (throw a hafling to see if there is a well of force and the like). Then when they try to jump over it, it turns out that the space just before it was rigged to drop them into the same pit... of whatever evil thing you can come up with (look to E.Ravenwood, for he is awesome at this stuff). You can also put it on the other side so when they jump to safety they fall into the pit instead (should probably offer reflex saves to grab the ledge or something)
74. Another simple pit trap. Have two or three pits that are easy to jump over, but the first one have a spring loaded section just before the drop off that wouldn't drop the PCs in (unless in heavy armor) but instead be made to help them jump a bit higher... unexpectedly. if they fail, they might over shoot there intended target and fall right into the next pit which is filled with something painfull.
Originally posted by kraleck:
75. Log Press...
The PCs are travelling through the forest when they come across an obvious tripwire. If the PCs simply jump over it, they trip a second wire that causes a large branch to smack them in the face (allow a Reflex Save to avoid, deal damage as a one-step-larger sized creature wielding a Club). The force of the branch causes them to stumble back and set off the first wire (the branch does not knock them prone). Now imagine that scene in Return of the Jedi where the AT-ST gets squished by two swinging logs. Effectively that happens.
76. Ogre's Vampire-Bane Fist...
With a door similar to #72, the PC who opens the door gets a large, sharpened, and spring-loaded log lodged into their chest if they cannot make a Reflex save. If they miss the Save on a roll of 1, they die. Otherwise, deal damage as a Lance wielded by an unmounted creature two-steps-larger in size.
77. Low Blow Machine...
Four PCs come across a cubic pedestal with a button on top labelled "Press to Open." When all of the PCs are inside, the door shuts and four pressure plates rise at the four sides of the pedestal. If the PCs stand on the pressure plates and press the button, two metal rods bash each of them in the legs (deals damage as two Quarterstaff hits, Reflex to avoid, failure reduces their speed by 10 feet and gives them a -2 penalty on the upcoming Reflex Save) followed by larger metal rods to the groin (deals damage as a Club, Reflex to avoid damage, failure induces a Fortitude save to avoid being stunned, sickened, and becoming unconscious from the excruciating pain). If the PCs inspect the door, they find that it only shut, it didn't lock.
Originally posted by E._Ravenwood:
78. Break on Through...
This is a good trap for the meathead of the party (as so many of these traps seem to target) But a heavy door in the wall of the castle your PC's are traveling through that leads to...nowhere. The door is set into the wall, and is unopenable (word?


[/sblock]
[sblock=Page 3] Originally posted by kraleck:
Just read #78. E. Ravenwood, you are a super genius.
Originally posted by alcari_ambaron:
Ravenwood, You are one sadistic human being.
Teach me.

anyway,
79. A long hallway in a dwarven mine, with numerous lines along the side walls. A spot check could reveal one of these lines is actually a long slit in the wall. The trap is triggered by pressure of any creature. When triggered, Large, scythe like blades come out of the walls and race down the hallway, towards the party. Every character medium or larger must then make a reflex safe to dodge or take XdX damage.
The dwarves who designed this trap could just walk underneath it.
80. A single 20 by 20 ft room, which is very high (adjust according to PC level), with a Teleport circle which is activated by stepping in it. It is targetted at the roof of this same room. PC steps in room, PC gets teleported to roof and falls, PC hits Circle, repeat as often as sadistic desires warrant.
Originally posted by kraleck:
81. Jars, Jars Everywhere and in One a Sweet Surprise...
The room across the hall from the trap room is locked and has a Magic Mouth cast on its door. The door tells them that the key is hidden in the room across from it. The trap room is filled with thousands of jars. Some of the jars have interesting (possibly deadly) gases trapped inside them, others have deadly vermin, and still others have caustic liquids. One of the jars has a sweet caramel-popcorn-peanut mixture and a ring inside. Putting the ring on brings every physical ability score to 3 (but the wearer doesn't get this physical handicap outside of combat), but heals all lethal damage (this healing only occurs once to each person). The ring has a Knock spell that is limited to the door across the hall. The snack mixture will sustain the PCs for 2-3 meals alone, but will make them ill if they do not eat any other food. Other food stretches this to 4-6 meals.
Originally posted by cog_and_taz:
Not sure if these have been mentioned, but I have two ideas.
1: A book that holds some information that is important for the adventure, which must be read. 'cept it's written in EXPLOSIVE RUNES. How to read it you ask? trap yerself in otiluke's res sphere or some such, and flip the pages with telekinesis.(there, and you thought raven was sadistic? :evillaugh

2: quite simply, a pit trap with a teleport tile at the bottom,which teleports you to a metre or so above the pit, for an infinite fall loop

Comments will be appreciated.
EDIT: Doh! sorry, just noticed number 80, my trap is in no way a rip off of that, which I only just saw now. Sorry!
Originally posted by zombiegleemax:
Flames of Passage
Okay, PCs enter a room, and the door seals shut behind them. In the center of the room is a 10x10 water-filled hole. The PCs figure that they are supposed to swim to the next area, so they jump in...
and fall right through the water, and the water dissapears after just a few feet, and then the real thing happens:
The PCs hurtle downwards, and splash into the pit of lava, taking 20D6 points of fire damage for submersion, not to mention about 6D6 points of falling damage, for average damage of roughly 78.
For a lower level version, you can fill the pit with acid or spikes instead.
:evillaugh :evillaugh :evillaugh
The Ogre's Call
This can turn a wussy CR 5 ogre into a challenge that can slay a high-level character.
Okay, the set up:
Ogre: Rogue 2, 8 ranks in balance, improved bull rush feat.
Bridge: Suspended over lava/acid, a rope bridge [Literally-it is made out of ropes separated about 2 feet from each other.] Requires a DC 15 balance check to stay on while moving or if the bridge moves.
The Action: The ogre bull rushes the poor PCs into the lava, nailing them with 20D6 points of fire damage. The ogre could also shake the bridge from the end, forcing balance checks from the PCs.
The Black Lotus Garden
Possibly one of my favorite traps, the Black Lotus Garden is a 20 ft. deep, camoflauged pit filled with a version of black lotus extract that is a contact poison. If you fall into this pit, you take falling damage AND you take 6-36 points of constitution damage. EVIL!
Originally posted by E._Ravenwood:
First off, Kralek, Alcari Ambaron, you are too kind,
#87 Tempted by the Fruit...
This trap works particularly well when your PC's have ran out of food and are near eating thier boots. Deep in enemy territory, they come across a large, wide crevace that runs pretty deep, with steep slopes on either side. The surface they stant in is thick with foliage and lots of little cavelings and nooks for shelter, and better yet, trees with fruit on them. The starving party will want these immediatly, but make them roll a spot check when they see the fruit to begin with. If they made the spot check (DC 15-18) they see that the fruit appears to be pineapples.
This SHOULD make them think. pineapples don't grow on trees, something is awry, but in my campaign, they were to hungry to ask questions and shook the tree until the fruit came down.
This is a booby trap that the enemy has set up in this small grove. The Pineapples are actually bombs (pineapple grenades...get it!) and when they are shaken loose, and hit the ground, or the PC's, they explode. In my campaign, I actually made these like flash-bangs, where the PC was blinded and deafened for 2d6 rounds with a Reflex save of 15 to cut rounds blind and deaf in half, rounding up. This doubled as an alarm, and enemy troops heard the comotion, and a fight insued. The fact they were on top of the ridge, and above the PC's didn't hepl them any either.
#88 Bridge over troubled Water...
This is a reverse drawbridge, and by that, I mean instead of it raising up, and keeping you from going up the incline, it drops to a 45 degree and and dumps you into the moat, cavern, etc. I pulled this on my PC's one time when they were raiding a keep that was set up on a sliver of cliff off a platue, so the only way to get to the keep, other than the bridge, was to scale down the two hundred foot cliff face and then back up. The PC's and their NPC's were already fighting on the bridge, when they saw the men in the gate house go for the winch. They assumed that since they were already on the bridge, they either couldn't lift the bridge due to the weight of the people one it, or the rising bridge would just knock them into the fort. What they didn't expect was for the bridge to just drop, and dump everybody down into the gulch, killing all the NPC's and two PC's (200 foot falls tend to do that) The PC's can roll a reflex of about 13 to hold onto something, and then what do they do? My PC's tried to climb back up, under fire from archers on the crenals of the keep. They didn't like me too much after words...

Originally posted by zombiegleemax:
Another good one is a door where it has two parts; the inside of the door is hollow, and the inside edge of the door - the one that a door-kicker's foot will make contact with forcefully - is covered in sharp spikes. The effect is a lot like stepping on a whole bunch of caltrops at once.78. Break on Through...
This is a good trap for the meathead of the party (as so many of these traps seem to target) But a heavy door in the wall of the castle your PC's are traveling through that leads to...nowhere. The door is set into the wall, and is unopenable (word??) When the hefty dude (or dudette) of the party tries to open it the old fashioned way, via a foot through the thing, the door gives way, and the PC needs to role a balance check, or fall out the side of the castle wall. Works particularly well on towers that are pretty dern high![]()
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Alternatively, you can fill said hollow door with poisonous gas, or an 'ignite in contact with air' liquid. A rogue still has a chance to find it, but the trap isn't connected to the door's lock, and serves only to punish people who like to kick doors down, so it likely has a fairly high DC...
Originally posted by zombiegleemax:
89. a room about 20x30. Place a looping fall trap but with a cruel suprise, blade barrier sits 1O feet above the tely circle. Repeat until the consistancy meats your liking or a Ref save to stop the blender. The hole 5x5, that should be ok for reach. Depth 30. 3 are the room
Originally posted by zombiegleemax:
Not so much a trap as it is an interesting battlefield, but here goes.
#90. The PCs enter a room, about 50' by 50' square, with doors at either end. Standing in the center is a large half-orc chap with spiked full plate and as many levels in Fighter as you deem necessary. He holds a greatsword in front of him, with it's tip on the floor and his hands resting on the hilt, as if it were a cane. Behind him is the room's only light source, a large brazier which gives him a spooky silhouette effect. When the PCs are all in the room, he taps the tip of his sword against the ground, and suddenly the walls, doors, and celing all crumble away, and the PCs get the feeling that they are in a cavern of immense size, though everything farther than fifty feet from the brazier is shrouded in darkness. The fighter type then charges away from the PCs and disappears into the darkness. Have all the PCs make a Listen check to notice the fighter, who comes charging out of the darkness behind them and takes a swing at the mage/bard/squishey type in back. He might even do sneak attack damage if you give him rouge levels

Here's the trick. The walls are still there, but they're hidden in an illusion, and the entire room is ringed with Teleportation Circles that lead to the opposite end of the room. Remember that retro video game Asteroids, where you could fly off the edge of the screen and reappear on the other side? This is the same thing. You can go through one of the teleports and attack an enemey who *thinks* he's a safe distance from you. Also, anyone who misses with a ranged weapon has to make a reflex save to avoid being hit in the back by his own bolt/arrow/magic ray/etc.
Originally posted by cog_and_taz:
I lose

Originally posted by cog_and_taz:
here's for bumpage:
1: An iron golem in an oil covered room, with an Iron golem that casts heat metal on itself on death by means of a contingency spell. At that point, the doors slam shut. Basically, fly or something until the flames burn out, or smash the wooden doors. Similar to the wolves, but I only have an int score of -18, so leave me be.
2: same as the immovable rod one, but the writing at the top, instead of a code, is explosive runes. The shock will prolly make you fall anyway

Oh, and sticks and stones/number 72 are beautiful

Originally posted by cog_and_taz:
Oh alright, here's another one... yet another teleport trap.
You see, there's this arrow/bullet/stone/RPG/whathaveyou that flies at you when you step on a pressure plate, it will either miss you or go right through you. It will then hit the wall behind you, and teleport back to the original place, before flying at you again.
EDIT: another one, the standard locked door with the ceiling coming down(spike to taste), 'cept that when you go in, it activates the lvl 8 otto's irresistable dance spell on the whole party:evillaugh
ze equation: stone ceiling coming down+








I have to beat the big R in the sky!*steps on a pressure plate and sees bigby's clenched fist fall from the sky* I didn't mean that, you know!AAAAAAAAAHHHHHHHHH!!!*splat*

Oh, and before I forget... le bump de grande, or whatever


secret note: psst! did I win yet?

Originally posted by boozerker:
#91: Yank and Fall Backwards.
The PCs arrive at a door (pretty sturdy, high DC to break down). They make a strength check (first roll) to pull its handle, but it pulls back harder and sinks further into the door. So now the PC must beat that first roll in order to pull the handle out again (yet it pulls inward once more); repeat. For example, if the PC's first roll is a 14, then the next attempt needs a 15 or higher to pull the handle outward.
At any point that the PC rolls a natural 20, the handle suddenly releases itself and a pit drops open directly behind the PC, who must make a reflex save of DC 19 or fall backwards into the pit from the momentum. Any other PCs that had been standing in its area fall in as well (anyone at its edge who gets a reflex save DC 19 leaps to safety).
Notes: If a natural 20 is rolled on the first attempt, the door handle still releases -- but then lower the DC (to 15) against stumbling backwards.
The pit is 75 ft deep and partly filled with 30 feet of foul smelling water.
#92: Spin Cycle.
PCs come to door with a steel knob. The hallway leading up to it has the shape of a long tube, but the floor is placed slightly above midway up -- for all they know, everything beneath that floor is solid earth.
When the door's knob is turned to the right, the floor plummets rightward and swivels up leftward. If the knob is turned to the left, the opposite happens. Whoever turns the knob must make a reflex save DC 15 to grab onto the knob (or fall), and then a climb check DC 18 to stay hanging on.
And there'll be chaos as the other PCs are tossed about (and damaged from banging against walls).

The PC on the knob needs a climb check to stay put each round, and a balance check if turning it purposefully slow. If those attempts don't beat the DC by 5 (partial success), the knob spins -- moving the floor similarly (50/50 chance left or right). The spin length for partial success is one-quarter of 1d6 (for example, a roll of 3 spins the knob 3/4 of the way, or a roll of 6 spins it one-and-a-half times).
And if the PC fails by less than 5 (partial failure), the knob goes into a mad spin -- 3 full spins per round, until the PC succeeds at the check.
If the PC lets go completely (or fails a check by more than 5 and drops), they'll have to figure out a way to reach the knob again, and make the appropriate climb chekcs if they need to hang onto it again. The handle opens the door when it is pushed in with a bit of force (DC 17 Strength check) before turning it. The floor won't swivel with the handle pushed in.
It could be funnier if the PCs were being chased by a horde of beasts when the knob is turned.
Notes: The floor is held by a thick metal rod at each end of the hallway, which spin by a mechanism attached to the knob. When activated the following happens: both rods spin; a 20x20 ft section of floor below the door slides away (so whoever's hanging onto the knob is cleared by the spinning floor); the floor drops 10 feet (so hanging PC can't use the rod as footing); a stone wall drops at the far end of the tunnel to block escape.
If the PCs give up, they'll discover that once every 1d4 hours, the floor slowly "clicks" back towards its starting position -- the final click raises the stone wall (at the far end) back up. Max 20 clicks (roll d20 to see what position wall is in).
Un-claimer
[sblock]Part of a co-written work (not a "traps" book), go ahead use. For you it's open content

Originally posted by cog_and_taz:
nice one boozerker! Apart from anything else, you win for formatting, the traps were good too though! So, any ratings on my traps?
Originally posted by boozerker:
There is no winning or losing here, cog_and_taz (just like D&D). We're just submitting traps and having fun.I lose![]()
That could be pretty funny, against our group -- probably get some laughs out of everyone....another one, the standard locked door with the ceiling coming down(spike to taste), 'cept that when you go in, it activates the lvl 8 otto's irresistable dance spell on the whole party:evillaugh

And thanks for your comments.


Originally posted by cog_and_taz:
I know, just kidding. As for the comments, you're welcome. I don't get to use these traps on my group much( one person) because he'd just hate me for it/send the rogue in as cannon fodder/randomly toss fireballs around etc.

Oh, and feel free to ignore the underlines, I just thought spaces weren't allowed.
Originally posted by cog_and_taz:
By the way, all traps created by the big R in the sky do win, doesn't matter if that's supposed to happen or not

Originally posted by kraleck:
93. Dope on a Soapy Rope
The PCs are being chased by something that they have no chance of defeating. They come across a large chasm that has several ropes that the PCs can balance on. There are 3 x (# of PCs) ropes that they can cross, but 2/3 of them are coated in a slippery soap solution. The soap increases the Balance (if they walk on them)/Climb (if they hand over hand across) DC by five. One mistep and they fall into a fast moving current and wind up ahead of their fellow PCs in great peril.
94. Swamped by the Swamp Beasts
The PCs are crossing a covered stone bridge to get to a wizard's tower and get dumped into the swamp below. Fill the swamp with all sorts of nasties (multiple swarms of swamp vermin work especially well) and you have yourself some freaked out PCs fighting like mad. Later the PCs find out that most of the nasties were actually trying to help the PCs cross the swamp at the magically aided request of the wizard.
95. We're Screwed
The PCs come across a room with a dirt floor and a hole in the corner of the walls and floor. When the PCs find a strange stone with an inscription. Reading said inscription causes the PCs to spin so fast that they get buried up to their chests in the floor (Fortitude Save to avoid becoming dazed and a second Fortitude Save to avoid becoming sickened from the velocity of the spin). The stone then rings like a dinner bell for the critter in the hole.
96. Mealtime Mayhem
The PCs find a banquet hall with a table overloaded with food. When the PCs get within 10 feet of the table, the chairs and silverware animate to hold them at the table and shovel food in their mouths. The PCs must make Fortitude Saves after every pound of food (four saves per PC, the food is super rich and will send them into food comas if they fail all four of them, give them the runs if they fail at least three, slow effect if they fail at least two, -1 to AC and Attacks if they fail at least one). When the PCs have become engorged (the table is cleared of all food when they are), a dinner bell rings and a hungry, PC-eating beast (preferrably with Swallow Whole) is released into the banquet hall.
Originally posted by alcari_ambaron:
97) Pittrap extreme.
a simple XX foot deep pit. Above this pittrap is a glass plate which is covered by dust, or otherwise concealed. Above this plate is an area filled with acid/poison/rust monster essence or whatever suits your facy. Above this are spikes.
When a PC falls down, he recieves falling damage and triggers the Reverse gravity, sending him up, through the glass, shattering it and pouring the liquid into the pittrap. The PC then hangs up there for how ever long you wish to give him, before dropping into the now filled pit.
The PC can attempt to secure himself up there, or get his allies to cover the hole before he falls down again to prevent dropping down when the reverse gravity ends.
98) A rather expensive trap, it's very effective. A pittrap (yes again) with a portable hole at the bottom. Not very scary you say? Then be sure to ask the partymember how he/she is bringing along all his stuf. Bag of holding you say....
Originally posted by zombiegleemax:
99. DEATH
A simple trap really, a massive figure rears up in the hallway in front of the PCs, and swings it's burning scythe towards them, ripping there souls out.
Actually a giant cloak attached to a rod that hurtles upwards, a bit of magic proppelling the scythe into the front PC. The scythe, on making contact, casts power word kill, and if sucessful, triggers a contingenced major image of a ghostly form rising up while shreiking horribly. That should get the PCs attention.
100 BLADE HOPPIN'
Technically nearly impossible to get out of, the Blade Hoppin' machine is mostly for PCs who are incredibly stupid and/or unbalancing. This starts as a rather sissy-seeming trap, with relatively slow-moving blades moving towards the PCs, who can jump or tumble around them. The blades begin switching where they come from, moving a little faster each time, until the blades are hurtling towards the PCs at speeds appropriate to those of a trap. And then if they aren't dead, a WALL of blades hurtles towards them, shredding, grinding, and hacking them apart for several rounds, and then when they stumble out, bloodied and broken, the fall into a pit of spikes and whirling blades.
Originally posted by konad:
26 the pc's find an alter/sarcophagus or something similar, while inspecting item for a trap the rogue sets off a trap that is placed right in front of it. the floor gives way and the rogue falls into a pit, the floor under the alter then pivots and alter falls into the pit on top of the pc
Originally posted by boozerker:
A thousand more to go

Originally posted by alcari_ambaron:
that would be 900 more....
102) not really a trap, but used to be a trap. This was a pittrap a long time ago, but the sides have become unstable. Anyone walking along the edge of the pit causes a landslide of dirt and bricks, being buried underneath them. Adjust DC and damage at will.
Originally posted by boozerker:
that would be 900 more....

Originally posted by pi_person:
I llike all of E. Ravenwoods traps

Originally posted by cog_and_taz:
Me too, overly sadistic though. Oh, and please refer to him in more respectful terms: I.E."the big R in the sky"

Originally posted by kraleck:
Kinda long, but here goes...
103. Pinball Machine of Pain
The PCs find themselves inside a large room with a slightly sloped floor, four paddles, a glass ceiling, pits, columns, panels with animated pictures of monsters on them, and vertical trampolines. The PCs are immediately ambushed by an Etherial Filcher, losing only 1d10 random coins (roll 1d4 to determine metal) before it flees. The room lights up with lots of fancy lights and strange music and sound effects are generated below the floor. The Filcher reappears above the ceiling, only it is now of Colossal Size. It inserts a coin into a slot (seen through the glass) and pulls a plunger, releasing a Large Sized Metal Sphere into the room. The PCs must make a number of Reflex saves to avoid becoming flattened, directed at them by each PC's initiative roll (if a d20 roll matches their unmodified initiative roll+1 from the Filcher fight, the ball is propelled at them, otherwise it rolls past harmlessly). The number of Saves is equal to (# of lost gp)d10 rounds with a 1 round breather inbetween coin inserts. The Filcher will then repeat this process until killed or the PCs run out of coins (the Filcher will bawl loudly when it cannot play anymore). Upon the Filcher's defeat, the PCs can escape through the Sphere's entry hole.
Originally posted by keevo_darkwood:
As for respectful terms, I can do one better.Me too, overly sadistic though. Oh, and please refer to him in more respectful terms: I.E."the big R in the sky"![]()
I, for one, think he may actually be the latest incarnation of the infamous Grimtooth. :evillaugh
Originally posted by cog_and_taz:
who's grimtooth? Sorry, I'm all out of trap ideas.
Originally posted by alcari_ambaron:
Don't they teach you kids anything these days?

Originally posted by boozerker:
I've only seen some of Grimtooth's traps, but wow, they had me laughing out loud they're so devious.
Originally posted by E._Ravenwood:
Aw, you guys really like me?

Seriously, you guys flatter me, I'm just a DM who has a lot of

If you use any traps I, or my compatriot, Quantril, have devised, that is thanks enough

I'll post so more later, right now I haven't the time to type.
Till then, Via Con Dios
Originally posted by E._Ravenwood:
#104 The Irish Bricklayer Trap
This is sort of like the one I posted earlier (#39 I believe) but a little bit more sadistic, which I'm sure you all know by now is my better side.
The trap includes a 30'X30' foot room with a 10'x10' shaft leading up through the ceiling, a thick, strong, knotted rope dangling down through the shaft allows the PC's easy access to the top. But only if they do it right.
For the rope isn't tied down to anything per se, rather it is tied to a 500 lb weight that sits on the ledge at the top 150' above, and a pulley in the ceiling threads the rope from the weight to the PC's below. When one PC gets on, nothing happens. If two get on, if they don't go over the 500 lb limit, then nothing still should happen. However, once they cross that 500 lb range, the weight slides off the ledge. Now it gets good.
Whoever's clinging to the rope needs to role a strength (or dex check, which ever you prefer) to keep a hold of the rope as the weight jerks the $*&% out of it. The check should be relatively high, it is 500 lbs we're talking about here. However fails falls off, and takes the appropriate falling damage, and the others who are left on the rope are now taken for a ride as the weight sails down, they shoot up. When the PC's pass the weight coming down, they each must roll a percent check to see if they get clipped by it (25-50 % chance) Which incurrs about 3d8 points of bludgeoning damage and perhaps another chance to fall off.
Whoever is standing in the room below must make a reflex save to avoid the weight when it crashes into the floor, or (check of 13-16, 5d8 Blud. Dmg.)
Now the yahoo's still holding onto the rope will now kiss the ceiling and the pulley as the others below are diving out of the way. This should be another 3-6 d8's worth of damage, plus the loss of use of one's hand or maybe a few missing fingers from eating the pulley.
Then they must roll to keep hold again, and if they fail, they again take the appropriate falling damage. Or you could just do what I did and have the weight break in half one it his the ground, and now that it weighed less than the PC's, they plummit back down after kissing the sky. Mind you, they again could get clipped as the weight goes back up.
Party on, dudes

Originally posted by kraleck:
E. Ravenwood, you are a trap god. I may just call my deity of traps "Ravenwood" in my next game.
Back on topic:
105. The Doormaker
The PCs enter a room with a hinged panel on the wall. If anybody opens the panel, they must make a Reflex save to avoid a large, springloaded boxing glove. The glove (regardless of hitting a PC or not) smashes through the door and smashes the wall on the opposite side of the room through the door opening a hidden treasure room with several corporeal Undead inside. If the PCs get caught in the path of the glove, they take falling damage equal to half the distance travelled, take 2d4+2 Bludgeoning damage from the initial punch, and provoke one attack of opportunity from the nearest undead.
Originally posted by vader_rocks:
Bumpity-bump bump





Originally posted by zombiegleemax:
nice kraleck i like that one.
ok lets keep this one going i LOVE this thread
Originally posted by zombiegleemax:
105: Anyone ever seen Indiana Jones and The Raiders of the Lost Ark?
The players enter a circular room with different colored tiles on the floor. It takes a DC 25 spot check to realize that the tiles look a bit uneven. If a PC steps on the tiles, the tile sinks and a row of darts shoot out the wall at a high velocity, giving them a BAB of 6+. They do no damage to the PC, but the PC must make a DC 28 fortitude check for each dart or become poisoned for 1d12 hours. The darts make the PC a bit woozier and woozier each hour, until at the last hour he passes out and stays asleep for d20 hours.
Originally posted by the_soul_collec...:
This thread needs to keep going.
Bump.
Originally posted by zombiegleemax:
lol ok guys this is just getting mean,

Originally posted by zombiegleemax:

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