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Welcome to my traps page. It is
still under construction, but here are a few to get us started. If anyone has any traps
they would like to submit, please send them to me and I will give full credit to the
creator!
Author : Magnus
the Overseer
- NAME: Haven't
I Been Here Before
- LOCATION TYPE: Any castle fortress or dungeon
- CONTEXT: One
(or more) entire level(s) of above have been designed as a maze
- TRIGGER TYPE: None
- TRIGGER: None
- EFFECT: The
level(s) of the structure have been built each with the exact same dimensions, making each
appear identical to the last, the corridors however wind here and there with no rhyme or
reason with the exception that they do not cross one another, thus the northern passage
from one room may or may not enter the southern end of the next room. corridors may also
loop from one room back into the same room from another direction.
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Author : Magnus the Overseer
- NAME: Which
Way?
- LOCATION TYPE: Any constructed building (castle, fortress or dungeon)
- CONTEXT: Large
circular room with 4-8 corridors brancing off it.(includes corridor entered through)
- TRIGGER TYPE: Mechanical
- TRIGGER: Concealed
pressure plates
- EFFECT TYPE: Magical
- EFFECT: Solid
Portcullis closes each corridor, room quakes characters roll dex check or are thrown to
the ground as stone on stone grinding sound can be heard from walls (room turning), room
rotates 1d20+number of corridors (1 complete rotation plus 1d20 corridors) around and the
portcullises open.
Author :
Jeff Pollack
- NAME: Frozen Pudding
- LOCATION TYPE: Snowy climate
cave.
- CONTEXT: Long corridor
- TRIGGER TYPE: magical
- TRIGGER: Statue with magical mouth
- EFFECT TYPE: magical
- EFFECT: There is a statue along the
corridor who asks the party for a password, if the correct password is not given, nothing
happens. The corridor is frozen ground. About half-way down the corridor, another statue
asks for the password. if the correct password is not given, it speaks a word and thaws
the floor which is really black pudding.
- VARIANTS: If the party gets the
first password correct, the first statue will tell them the password for the second
statue. The DM should give the party clues as to what the passwords might be.
Author
Unknown
- NAME: The Big Bag Bang
- LOCATION TYPE: Room
- CONTEXT: Circular room 20' in
diameter and 15' high, with a catch on the ceiling with a leather bag, and a 2' diameter
hole in the floor, directly below the bag.
- TRIGGER TYPE: magical
- TRIGGER: About 5 seconds after
anyone enters the room, the bag starts falling toward the hole.
- EFFECT TYPE: magical
- EFFECT: Explosion when the Bag of
Holding enters the Portable Hole.
- VARIANTS: For low-level parties, the
bag might be subject to Feather Fall to let people have more time to do something, or the
ceiling might be higher.
Author
Unknown
- NAME: Hole in Two
- LOCATION TYPE: Room
- CONTEXT: Any room not on the lowest
floor. A large hole is cut in the floor of this room. On the far side of the hole is a
shelf on which is sitting a valuable object. Through the hole, the floor below can be
seen. The hole is actually a pane of glass thick enough to hold up a person. A spell has
been cast upon the window pane to give it the look and feel of stone. (Have characters
find this out on their own, so they will hope the hole is an illusion).
- TRIGGER TYPE: mechanical or magical
- TRIGGER: picking up the object
- EFFECT TYPE: mechanical
- EFFECT: The illusion on the object
is disspelled; it's really a small rock. Large boulders fall from the ceiling directly
onto the window pane, shattering it, and the person who took the object will fall through
to the floor below taking damage (2D6) from the fall.
Author Unknown
- NAME: The Pointless Trap
- LOCATION TYPE: Lock
- TRIGGER TYPE: mechanical
- TRIGGER: Early in the adventure, the
characters will find a large (2')Crystal Key. After some time (hours?) of wandering the
characters will find a keyhole that the Crystal Key will fit perfectly into.
- EFFECT TYPE: magical
- EFFECT: Keyhole swallows Key As
characters continue through maze, if place where Key was found originally is crossed
again, Key will be there.
Author Unknown
- NAME: Pointless Trap (Part II)
- LOCATION TYPE: Room
- CONTEXT: Machine with 24 levers next
to a door and lots of pretty Lights.
- TRIGGER TYPE: mechanical
- TRIGGER: pulling lever
- EFFECT TYPE: magical or electrical
- EFFECT: The door cannot be broken
through or opened; it's false. If any level is pulled, everyone in the room feels an
electrical jolt, but suffers minimal damage (1 point). Lights change color. The purpose of
this trick is to see how long the characters will pursue a completely irrelevant track.
Author Unknown
- NAME: Deadly Spikes
- LOCATION TYPE: Room
- CONTEXT: The floor is covered with 2
inches of dust; there is miscellaneous broken furniture around the room.
- TRIGGER TYPE: mechanical
- TRIGGER: tripwire or pressure plate
- EFFECT TYPE: mechanical
- EFFECT: 1D12 spikes, doing 1D10+10
damage each, strike and impale the character automatically (no dodge or parry). An impaled
character can't get off the spikes unless helped by another character, or unless s/he can
fly or levitate off.
- VARIANTS: If there are other
characters, skeletons in the furniture come to life and attack them.
Author Unknown
- NAME: The Ghostly Mother-In-Law
- LOCATION TYPE: Any
- TRIGGER TYPE: Magical
- TRIGGER: Stepping on a certain
location by any sentient non-undead creature.
- EFFECT: The victim is beset by a
Ghost that is a Mother-In-Law with a vengeance. No attacks, no damage, but life will be a
misery. You can't turn her with anything but a court order.
Author Unknown
- NAME: Floating Rug and Table
- LOCATION TYPE: Room
- CONTEXT: In the center of the room
is a pit (spikes optinal). Covering the pit is a rug or tapestry with a levitation spell
on it. In the center of the rug is a small table, also levitated, on which is a small
object of the DM's choice.
- TRIGGER TYPE: Mechanical
- TRIGGER: Stepping on the rug
- EFFECT TYPE: Mechanical
- EFFECT: Falling into the pit, taking
damage.
Author:
Zarkina
- NAME: Nightmare
- LOCATION TYPE: Courtyard, park,
anywhere that might have a fountian.
- CONTEXT: A large fountian with a
horse statue in the center. The statue has large Rubies for eyes.
- TRIGGER TYPE: Magical
- TRIGGER: Trying to steal the Ruby
eyes from the statue.
- EFFECT: Upon applying pressure to
the rubies, a Nightmare is summoned from it's plane. PC's must either fight it or flee. If
they fight and win, they can then pry loose the Ruby eyes from the statue.
Author: Deadsly,
the Holy DM
- NAME:Letter Maze room
- LOCATION:Room
- CONTEXT: A room where the flour was
built with stones where only fits two(very tight). In the stones are several letters( the
DM must arrange them to make several words crossing the all room, since the entrance to
the way out, where one of the words are right passage way)
- TRIGGER TYPE: Mechanical/magical
- TRIGGER: Stepping in a stone that
isn't in the right word(way to the other side)
- EFFECT: The stone breaks and the
caracter must make a Dex.test to see if he falls into the hole(since the hole is
relatively small). If he falls in the caracter suffers one of the
following effects(DM's choice):He takes 1d12 +10 (for falling into a stalagmite
placed right down the hole; The caracter falls into a hole without end, the character
is lost...
Author: Melnor,
submitted by Bearfeather Treasure room
- LOCATION:
Castle or fort of some type
- CONTEXT:
A large room with black and white
Checkerd floor and ceiling
- TRIGGER TYPE:
Magic
- TRIGGER:
Black and white squares.
- EFFECT:
When you step on any white sqaure
Gravity is reversed and then when you hit the ceiling white square It once again rev.
Which each turn of gravity you gain speed till Your Dead or escape.
Which has to be fast within 4 turns. Black Square: When you walk on to one a huge pillar
from above crushes you instantly No escape.
And only Living Animals can Trigger this trap unseen servents and such have no affect.
Note: on the other side of the door way is a Large amout of treasure for an
incentive to get too. The only way around the trap is climb the walls to the other
side too it (IE. Spiderwalk, Climb walls), or levatate over somehow.
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