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101 Clever D&D Traps and Trap Ideas

D&D Fire Trap Idea
Raging Silver Fire Trap Idea

Looking for ideas for some Dungeons and Dragons traps your players will love? We’re compiling a list of 101 clever D&D trap ideas right here and we need your help! Give us your best creative, clever, evil and downright diabolical trap ideas and we’ll compile them all right here in this post as well as enter them all in our shared D&D traps tool (over 40 are available right now for members).

What Makes a Good D&D Trap?

Great traps build up tension just before the trap springs. They create action as the character tries to escape. They are difficult and require a creative solution to escape without bringing the game to a grinding halt. Instead, they make sense in moving the adventure forward.

How to Post Your Trap Idea

Simply post a comment at the bottom of this post. You can either simply post a description or use the format below:

Trap Name:
Level:
Role:
Type:
XP:
Quick Description:
Full Description:
Perceptions DC:
Perceptions Success:
Additional Skills:
Additional Skills DC:
Additional Skills Success:
Trigger:
Action Type:
Attack Type:
Target:
Attack Roll:
Hit:
Aftereffect:
Miss:
Countermeasures:

Lets Get It Started with the First Trap Idea Straight from the DM Tools

Trap Idea #1: Raging Silver Fire

  • Level 15 Lurker – XP 850
  • A glowing circle of runes on the ground tempts the victim. Unfortunately, when activated, only being INSIDE the circle protects one from the ensuing blast. A raging inferno of Silver Fire erupts in the room, damaging all occupants not inside the glowing cirlce of runes.
  • Perception
  • DC 10: Notice the glowing blue runes in a circle on the floor.
  • DC 25: Recognize the runes as a protective ward.
  • DC 30: Sense the perimeter of the room is beginning to flare up.
  • Acrobatics
  • DC 15: If attempting to vault into protective circle, chance on making it before ward activates.
  • Trigger: Within 15 seconds of entering the room.
  • Attack: standard•Area of effect + 15 vs. Endurance
  • Hit: 2d10+10 initial fire damage and has a (25% – Level of magic item) chance of detonating item, causing item level x 10 damage.
  • Aftereffect: 1d10 ongoing fire damage until save ends.
  • Miss: 1d10 fire damage.
  • Countermeasure: Stepping into protective circle of runes.

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81 Comments

  1. jamwise23 says:

    Trial by Fire

    A long, narrow hallway lined with metallic gargoyle heads about 10′ off the ground. There is an unlit torch under every other gargoyle. There is a door at the end of the hall.

    Several seconds after being entered, (to trap as many players as possible), the doors at each end lock and there is a gurgling watery sound. Next round, oil begins to pour from the gargoyle’s open mouths at a very fast rate. Next round, the torches light, catching the oil. One round later there is enough fire oil so that the floor is now a lake of fire.

    Not only do they take 4d6 fire dmg every round standing in the oil, but they must also make a save (gen. dex check) to put out the oily fire on them or take an extra d6 dmg. The oil doesn’t stop pouring and neither does the magical fire. Balance checks (dc 12) are required to move without falling (extra 2d6 dmg). The doors are thick iron and hard to break down.

  2. DeviloftheRealms says:

    Well now here is one I created a few years back: it drove my group nuts for a minute.
    Elements and a Drink

    Could be any level, I designed it for level 8

    Designed to be an annoying side trip trap party for a bit with a puzzle trap.

    Puzzle Trap

    XP is dependent upon CR, or a goo 350-750 depending on liquids

    Players are sucked (via a magic mirror) into a room with four element filled hallways and a table set with 50 vials of liquid.

    Place this trap at the end of a medium to long hallway, I always cover the mirror with a tapestry. Once characters look at mirror it activates. Tendrils of magic energy wisp out and surround each player pulling them into the mirror.

    Once the magic ends the character find themselves in a square/ diamond shaped room. At each corner is a set of double doors. They are closed. In he center under an immense and elaborate chandelier is a ornate table with several racks containing vials of liquid. On the walls between the doorways are four panels about for feet wide and seven feet high of some sort of black, non reflective glass (these are the deactivated mirrors).

    Opening any of the doors unleashes its respective element. One door is fire, one acid, once blizzard and one water or wind (force or magic could also be used if you like).

    At the end of each hallway is a shelf with a pressure witch in it.

    Returning to the enter of the room, populate this with a list of drinks. I chose fifty for mine. Had fifteen on two sides and ten on the other two.
    Examples could be:
    Poison
    Common dinks like lemonade, milk and water
    Alcohol
    Potions (this is key, at least four of these need to be potions granting temporary immunity to one the four hallway elements)
    Weird substances like pickle juice or snot
    Whatever your little heart desires.

    Once the correct potion is drunk and the right hallway is entered the character can reach the alcoves and presses the buttons the element in that hallway ends. Once this has been completed for all three of the remaining halls, the room fills with magic energy that bounces from black panel to black panel. It takes about 2 minutes to do it but each time a bolt of energy hits a panel it lightens until the become reflective mirrors. These mirrors can be used to take the party wherever you need them to go. All to one place or to separate ones, whatever fits your design best.

    That’s it. The fun side effect is those players that fear mirrors after this.

    No Dc on perception, looking at mirror activates teleport

    You could allow a reflex save to resist teleport, saves for some vials

    DC 25 reflex to avoid initial teleport (warning may separate party), depends on content of vials

    Looking at mirror triggers trap start, more triggers within room.

    Once all four elements are deactivated, mirrors in room trigger.

    There is elemental damage, possible damage from vials.

    Anyone entering hallways, anyone drinking from vials will take damage.

    No attack roll needed, automatic though saves apply

    Automatic hit, save lessens damage

    After effects depend on elements and vial contents

    If party has elemental immunity they can deactivate the hallways without the use of the vials.

    Hope you enjoy!

    – DotR

  3. Schrader Baiter the Manipulator says:

    Trap Name: “Feller’s Fall”
    Level: 3+
    Role: Movement Enabler
    Type: Physical
    XP: Low
    Quick Description:
    A simple method of making movement more difficult. This trap is best paired with other traps which can make for humorous or deadly combinations. It makes fantastic complex traps.

    Perceptions DC:
    less than 10 – The floor is coated in goop.
    10 – The floor is coated in a slick-looking goop that looks as though it would prevent one from stopping after having come in contact with it.

    Knowledge Arcana DC:
    10 – the goop is known as “Feller’s Fall,” a substance with the sole purpose of slipping an adventurer up. The speed at which one moves onto “Feller’s Fall” is retained almost fully, making it difficult to slow yourself before it’s too late. Fire can burn it away.

    Acrobatics DC:
    10 – avoid falling prone when sliding on goop.

    Trigger: Player moves onto goop with haste (running, jogging, walking). Carefully moving players (stepping, tip-toeing) are not affected.

    Attack Type: Physical

    Target: Player entering goop

    Attack Roll: X vs Reflex (it really depends on your party’s level)

    Hit: Player falls prone while continuing to move in the same direction at the same speed until leaving the goop or hitting something.

    Miss: Player slides in the same direction at the same speed until leaving the goop or hitting something.

    Countermeasures: Burn it.

  4. Schrader Baiter the Manipulator says:

    Trap Name: “Mind Feast”
    Level: 9+
    Role: Mind Game
    Type: Physical/Magical
    XP: Low to High, depending on player competence.

    Quick Description:
    This trap is especially effective amongst a chatty group. ;-)

    Trap is set in the middle of a twisted forest outside the lair of an evil magic user in the area. The forest itself is said to be cursed causing those who enter to be consumed by their own minds. The forest taunts the adventurers to pursue salvation through stupidity.

    It is impossible to see this trap before being triggered. The only way to deactivate it is by knowing how it is triggered or by having your Intelligence dropped to 3 or below, which subsequently stops it from being triggered any further.

    Perceptions DC:
    10 – two types of potions are identified in the middle of a clearing: blue potions which are labelled “Knowledge” and red potions which are labelled “Stupidity.”
    15 – (in addition to 10) the forest is dark and unnatural; something is amiss here.
    25 – (in addition to 10) you can see the faint detail of a magical aura in the immediate vicinity and you have penetrated it.

    Perceptions Success: You can tell that you and your party have activated some kind of magical ward.

    Knowledge Arcana DC:
    10 – identify the potions in the middle as follows: “Knowledge” potions increase Intelligence by 2 (lasts 6 hours), “Stupidity” potions decrease Intelligence by 3 (lasts 12 hours). The potions exist so long as the ward exists.
    20 – (in addition to 10) recognize the “Mind Feast” trap as one where you take damage based on the amount of Intelligence you have.
    30 – (in addition to 20) recognize how to disarm the trap via explaining to the GM it triggers when someone says “think” or “thought.”

    Trigger: Anyone says “think” or “thought,” whether it is roleplaying or outside of roleplay. (It still applies outside of roleplaying because it is a representation of their in-game character thinking about what to do next.)

    Attack Type: Magical

    Target: Players with more than 3 Intelligence

    Attack Roll:

    Hit: Xd4, where X equals half of the player’s Intelligence (rounded down).

    Miss: Cannot miss.

    Countermeasures: Identifying what triggers the ward removes it entirely but at the expense of the disarmer’s Intelligence, which drops to 1 (lasts 12 hours).

    NOTES:
    It is hilarious to see players drink away their Intelligence to protect themselves, especially when paired with specific ambushes immediately following. It can prove to be incredibly nasty or fantastically hilarious.

  5. Trap Name: “Meat grinder”

    Level: variable

    Role: Kill/burn resources

    Type: Physical/Magical

    XP: variable

    Quick Description: Spike pit + Blade barrier + reverse gravity

    Full Description: Illusion cast on the floor and ceiling hide a 40 foot pit trap. Halfway through the trap is a blade barrier. Once hitting the bottom of the pit the reverse gravity trap accelerates the soon to be corpse towards the spiked ceiling taking an addition damage before falling back down the pit towards the blade barrier and reverse gravity spell.

    Perceptions DC: These are variable depending on the level of the spells deployed and the methods you use.

    Perceptions Success: A spot or search will reveal the pit, but not the nature of the magic bellow

    Additional Skills: Detect magic or true sight will reveal the trap

    Additional Skills DC:

    Additional Skills Success:

    Trigger: the player need only step on the sqaure.

    Action Type:

    Attack Type: Physical

    Target: Player

    Attack Roll:

    Hit: Variable at max 39d6 damage for one pass, it is possible for players to get stuck in an infinite loop. I have used this trap to kill players.

    Aftereffect: Empty heal battery

    Miss: doesnt.

    Countermeasures: Detect Magic, A good rogue, true sight,

  6. Ryan of Damascus says:

    Hey, here is a a cool one I thought of while watching a Futurama movie. A giant slide leads you to a dungeon and you can’t get back up or the chute closes up behind you. As you see the map is designed like that really old puzzle game, Labyrinth. You know, with the ball. the dungeon angles horizontally and vertically so that the ball chases after you and even if it falls into one of the pits, it reappears where it came from from on the ceiling chute and continues until you find the switch to turn it off. And the longer you take to find it, the more balls come every 1D8+2 rounds. The ball does 2D4+2 damage crushing, slows the target, save ends, and knocks it off it’s feet so that the PC is lying flat and has to use a move action to get up. The pits do 1D6+2 damage and the character re-prepares where the ball would come out.

  7. Hellfirejesus says:

    Trap Name:Gender Change Trap

    Level: 1

    Role: poinless but fun

    Description: a glass phial with purple liquid inside held on each side by a small piece of wood, a lenght of string inside breaks the phial when the door/chest is opened and the liquid turns to mist and changes a single, on a succesful disarm the character can take the liquid with them, its made for quite a lot of funny roleplay situation

  8. Michael E says:

    I’ve always found it works well to think like the villain and plan my traps accordingly. Does he have a warped sense of humor? Is he a sadist? Does he think he’s morally just? Is he a religious fanatic? The traps he uses should be driven by his personality. If he’s insane, a false sarcophagus or other heavy object that begins sliding around the room rapidly in random directions, possibly pinning/crushing characters when they are between it and a wall is a good one. When it collides with a wall, roll a d4 to determine it’s next trajectory. Insane laughter from a magic mouth is a nice addition. Someone inevitably tries to jump on and ride the thing, so a Jump check is called for if it’s moving when they jump on, and regular Agility checks are needed to stay on as it slams around. The only way to stop it is to get the lid off and pull the lever inside the false sarcophagus.

    Spell traps are great. What evil wizard wouldn’t want a Redirect Teleport spell? With this spell, any teleport-type spells used in the dungeon redirect the transported person(s) to a prison cell or trapped room. Give it a failure chance based on the relative levels of the casters just to be fair.

    Another tip is to do the unexpected. Perhaps the trapped chest causes pit traps to open…in every square EXCEPT the one the chest is on, leaving the opener the only one not taking damage. Good for cases when the trapper thinks he might be forced at crossbow point to open the chest. Also recognizes that the thief probably isn’t alone.

    Traps with timelines are great for creating tension. The room is slowly filling with water and they have to figure out the puzzle on the wall to stop it. Or the floor is slowly rolling back, revealing a deep pit (no, lava under the floor isn’t very believable, sorry).

    Don’t let all traps be the domain of just the Rogue rolling his Feats/Skills. Trap resolution/avoidance that involves more of the party is great fun. An example would be a hall of armored statues. Once triggered, the first statue turns and fires an xbow to hit the shield of the next statue, which repeats the shot with the next statue, and so on. At the end of the room is a target mounted on the wall. It should be pretty clear that the last statue is going to fire at the target and what happens then can’t be good, right? Instead of the Rogue picking locks or searching for traps, the wizard could blast one of the statues before it can fire, or the paladin could bravely interpose himself and take the shot to stop the process, possibly turning him to stone. The best solutions are the ones the DM didn’t anticipate and, if particularly clever, are definite cause for an XP bonus.

    Like I said before, think like the trapper. Misdirection is awesome. For example, put the secret door to the next section of the dungeon in the wall at the bottom of a pit trap. Players will probably not think of looking for a secret door there until they run out of choices (this one comes from Gary Gygax and the most awesome trap-based dungeon, Tomb of Horrors). I used this once and, to misdirect the party away from the secret door in the pit, I put a huge carved face on a false stone door at the other end of the dungeon. There was a combination-lock style puzzle involving placing orbes in the eye indentations. Everything they tried caused green smoke to spew out of the carving’s mouth and insane laughter to ring out. They would flee the smoke, assuming it was poisonous, then, once it had disspipated, they’d try again. The door wasn’t a door, and nothing they did could result in anything but the laughter and smoke, but it served to sap their spells and resources. They spent three days on this false puzzle and, because they didn’t think to check on their horses they’d left above the dungeon (don’t all players treat their mounts like golf carts they can park and forget?), goblins came and took them. When they finally managed to blast their way through the thick stone ‘door’ and found only more stone behind it, they were po’d, but had to admit that the misdirection was brilliant. They also learned not to assume the obvious. And, it was exactly what the dungeon-making villain would have done, clever bastard.

    Think mood. Is this place supposed to be spooky? Then creepy traps are in order. A corpse child that approaches with arms out for a hug, whispering something endearing, then jumps on its victim, clawing and biting is uber-creepy. Is it the tomb of a knight who died of a broken heart when his true love died? Perhaps a magical trap that makes characters experience the most heart-breaking loss they could imagine. It’s not real, but it could leave a lasting effect, like temporary loss of Will Save or Constitution. A puzzle that requires the assembling of the pieces of a broken heart would be good here, too.

    Far too many people, including DMs, claim to have no creativity. It’s not hard, really. Just get a piece that inspires you and think up connections. For example, think of a sarcophagus? Who or what lies within? Is it empty, or a trap? Does it conceal a door? Is there a clue carved inside? Would someone have hidden something inside it? What would they have done to protect it? And, as always, keep your trapper’s personality in mind and let it drive what you build.

  9. Blackshank says:

    The Flooding Room
    Description: The PCs enter a 12 by 12 ft room with a steel dish in the center and small piles of gold/silver coins scattered about the room (these act as a lure). In the top corners of the room, the PCs spot with a DC 20 Perception check holes about 1ft in diameter. What the PCs don’t know is that behind these holes are huge stores of water. A pressure plate somewhere in the room triggers these stores of water to break their their barriers and flood the room to the ceiling within one turn. As the room is full, the steel dish acts as a draining mechanism and sucks PCs down into some sort of waterway; the DM may choose where the water leads to. This gives the PCs a chance to resist the drain power and stay in the room, be swept away, or possibly drown with enough saving throw failures. The door seals behind the PCs as the pressure plate is triggered, and opens again once all the water is drained from the room.

  10. Trap name: Ilusionary Floor
    Description: A false floor made instead of illusionary magic that makes it appear to be real and also fools anyone with a INT of less than 15 into thinking it can support weight the mechanics work via 2 types of illusion magic. the first is the visual “trick” fooling the would be dungeons explorers completely by mimicking the floor exactly. and the second part is a alter mind magic that makes the player see anything on the floor instead of falling through as well as fell the sturdiness of the floor while walking across it even though they are actually falling.
    Escaping the Floor: having an INT above 15 allows you to see through the second illusion but not the first. rolling a rock across the floor with an INT of 15 will allow you to see the rock vanish through the floor, but if you don’t have 15 INT then you will still see the rock skipping across the floor.
    casting detect magic will also reveal the floor as an enormous pit. No saving throws can be made against gravity so unless you have someone who has 15 INT or Detect Magic in your group you’re a goner.
    Trigger: constant illusion

  11. cunningtub says:

    Trap Name: darkness
    Level: 5
    Role: suspense
    Type: cold, lurker
    XP: 100
    Quick Description: balls of darkness float around the room and cause frost wherever they touch
    Full Description: a room full of ink balls float in the air (if anyone try to touch one they receive the damage below) and at the end of the room is (choose item that fits in with story line) and other treasure (can make a trap that explodes and scatters the orbs all over the place)
    Perceptions DC:arcana 25
    Perceptions Success: use a force field to walk to the treasure
    Additional Skills: acrobatics
    Additional Skills DC:24
    Additional Skills Success: jump over all orbs and get treasure (have to do it again to get back)
    Trigger: none
    Action Type:one
    Attack Type: cold, necrotic
    Target: anyone
    Attack Roll: 1d10
    Hit:necrotic/cold damage
    Aftereffect: might corrupt player, and ongoing 1 damage
    Miss: 1d6
    Countermeasures: use skills to avoid orbs

  12. cunningtub says:

    Trap Name:le internet trap
    Level: scale as appropriate
    Role: to scare the s*** out of you
    Type: lurker
    XP: scale as appropriate
    Quick Description: if you get really pissed off at the players at your tabel (like me) then this is a way to make them never touch a d&d related object again
    Full Description: a dark hallway (lasts a long time) stretches out before you and the door locks behind you, as your group walks forward a trap door opens and pedobear lands behind you so he can chase you down the dark hallway
    Perceptions DC:nono
    Perceptions Success:nono
    Additional Skills:acrobatics
    Additional Skills DC:15
    Additional Skills Success: speed up
    Trigger: entering the room
    Action Type: scary
    Attack Type: …
    Target: all children(and party in general)
    Attack Roll: over 9000
    Hit: over 9000
    Aftereffect: none
    Miss: cant miss
    Countermeasures: nono

  13. cunningtub says:

    46, so close to 101!!

  14. cunningtub says:

    trap name: Achilles revenge
    level: 2
    Role: lurker
    Type:mechanical, magical
    XP: 100
    Quick Description: a wall with blades in it so that the blades whip out when someone triggers it.
    Full Description: a lever opens the door in front of you and walk into the middle of the room only to get your self sliced like ham from the bottom up!(delay for amount of time needed to get them into room)
    Perceptions DC:dungeoneering 25
    Perceptions Success: see that this is the Achilles revenge and use a strength check to open door instead
    Additional Skills:acrobatics
    Additional Skills DC:15
    Additional Skills Success: jump over blades(must repeat)
    Trigger: lever
    Action Type:instant
    Attack Type:blade
    Target:all in room
    Attack Roll: 1d6 every hit
    Hit: 1d6
    Aftereffect: need healing
    Miss: half damage
    Countermeasures: bash through door

  15. cunningtub says:

    Trap Name: ram of thunder
    Level:1
    Role: damager
    Type: mechanical
    XP: 70
    Quick Description: a long wooden log banded with iron and a iron head at the front in the shape of a animal
    Full Description:a invisible string stretches across the room
    Perceptions DC:dungeoneering 15
    Perceptions Success: detect the string
    Additional Skills: thievery
    Additional Skills DC:20
    Additional Skills Success:disarm trap
    Trigger: tripping the wire
    Action Type: attack
    Attack Type: crush
    Target: anyone
    Attack Roll: 1d10
    Hit: target is pushed sideways 5 spaces and is prone
    Aftereffect: need extended rest
    Miss: no damage
    Countermeasures: avoid tripwire

  16. cunningtub says:

    Trap Name: pyrite coins
    Level: 5
    Role: confusion
    Type: lurker
    XP: 50
    Quick Description: a bag of coins that explode at the worst possible time
    Full Description: a bag of gold is given to you by a friend/other and while in battle later the coins explode! making it so that your leg burns to the crisp and giving your enemies a advantage
    Perceptions DC: thievery 15
    Perceptions Success:disarm coins
    Additional Skills:acrobatics 10
    Additional Skills DC:throw coins at enemies
    Additional Skills Success: they explode
    Trigger: time bomb
    Action Type: fire, explode
    Attack Type: action type
    Target: carrier of gold
    Attack Roll: 1d8
    Hit: 1d8 + fire damage
    Aftereffect: fire damage make you lose 1 healing surge
    Miss: 1d4
    Countermeasures: disarm

  17. cunningtub says:

    Trap Name: wall of dragons
    Level: 15
    Role: lurker
    Type: trap
    XP:500
    Quick Description:a wall or two shoot crazy stuff at you; shurikens, fire, acid, and your own ideas
    Full Description: A room decorated from the ceiling to the floor with strange designs when you hear a click and the ceiling starts to lower, the doors lock shut and the walls start shooting stuff!
    Perceptions DC: dungeoneering 20
    Perceptions Success: you see this as the infamous wall of dragon
    Additional Skills: acrobatics, strength, arcane, thievery
    Additional Skills DC: acrobatics 15, strength 23, arcane 40, thievery 20
    Additional Skills Success:dodge missiles, force door open, freeze entire room, jam trap
    Trigger: stepping into the room
    Action Type: your choice
    Attack Type: your choice
    Target: random
    Attack Roll: 1d6 every hit
    Hit: choice of damages
    Aftereffect: burns make you lose 1 healing surge
    Miss: 1d4
    Countermeasures: dont go into the room

  18. cunningtub says:

    Trap Name: sand carpet
    Level: 1
    Role: lurker
    Type: trap
    XP: 50
    Quick Description: a rug that sinks like quicksand when you step on it.
    Full Description: a persian rug among many other are in the room, some look fresk and new and all look pretty real, but when you step on a certain few/many you sink into quicksand!
    Perceptions DC: dungeoneering 20
    Perceptions Success: see it and go around
    Additional Skills: acrobat,arcana
    Additional Skills DC: arcana 25- float out
    acrobat 26- jump out
    Additional Skills Success:
    Trigger: walking on it
    Action Type: hinder
    Attack Type: suffocate insta kill
    Target: person who steps on rug
    Attack Roll: instant
    Hit: death
    Aftereffect: death!
    Miss: you get out
    Countermeasures: go around

  19. cunningtub says:

    Trap Name: sharks of sand
    Level: to every shark add a level, start at 1
    Role: lurkers
    Type: trap
    XP: 500
    Quick Description: a trap where the players are teleported to a Sandy place full of sharks that live in the sand!
    Full Description: a portal fills the hall with a sign in it says that you need 3 things (of your choice) in order to use this portal and have a short cut to the final boss when in truth it teleports them to a sandy dune that is infested with sand sharks! the sharks
    Perceptions DC:
    arcana 25- realize the ingredients are not magical
    arcana 35- destroy teleportation circle
    Perceptions Success: you pass through and go on your way
    Additional Skills: acrobats
    Additional Skills DC: acrobats 17- jump over
    Additional Skills Success:
    Trigger: stepping into the circle
    Action Type: weaken for next fight
    Attack Type: physical
    Target: you
    Attack Roll: 1d6 per shark
    Hit: 1d6 damage
    Aftereffect: none
    Miss: dazed
    Countermeasures: dont do it

  20. Boulder Run, Indiana Jones style

    Players are walking down a corridor and suddenly a large boulder that fills the corridor drops down behind them and starts rolling after them, the thing is when they turn a corner there is a pressure plate that forces the boulder to chase them.

    Later after travelling through some maze like corridors they come to a room which needs a really heavy object to activate the pressure plate that opens the door, like the boulder that was chasing them.

    Someone has to be chased by the boulder to the room but they will find out that some corners don’t have pressure plates to make the boulder follow them, near these corners there are rooms that have dead man switches that make the boulder able to follow the other player. In these rooms though the pressure plate also summons waves of monsters and holds the door shut.

    You can put in as many dead man switch rooms as you want, I recommend enough so everyone has a room to stand in except the player running for their life.

  21. Trap Name: The Voided Treasure
    Level: 5 or higher
    Full Description: As the group enters an empty room they see a lone treasure chest in the center of the room ( smart players will instantly think trapped ) as the resident trap expert disables the very simple trap on the outside then picks the simple little lock, he then proceeds to open the chest. Now the real trap is sprung. There is literally nothing in the chest, it is a vacuum so powerful fast that the one who opened it must make a reflex save of 15 or higher depending on your level when activated in order to stop from being sucked into the void, whether they succeed or not the vacuum is still pulling the rest of the group towards the same fate so the must make the same reflex saves if they end up close enough and are nearly sucked in and then a strength check of 20 or higher ( level depending ) in order to close it back up. Once you fall in though you are gone forever.

    Trigger: Picking lock and opening chest

  22. kelly stone says:

    I made a trap once that is simple in concept,but vile in it’s slow execution of it’s victims.I just call it the lodestone.At the end of a long hall way is a stout wooden door with thick leather hinges and a pull type handle of rope.Beyond the door is a small room with a 15ft. tall and 8ft. in diameter dull gray cylinder,that is mirror smooth,About the base of this cylinder are small bits of debris and what maybe the glint of gemstones.
    Anyone approaching the cylinder in metal armor may get a reflex save to avoid being stuck fast to it,as it is actually a very powerful magnet.Once stuck to the magnet a strength save must be made three times in a row to free ones self and a reflex save to avoid being sucked back to the magnet.The vile part comes in the form of a metal dissolving ooze that lives a top of the cylinder.once “food” is detected below the ooze will slowly flow down and dissolve any metal and the flesh encased within,leaving bits of cloth,wood,any stones the adventurer might be carrying.

  23. Harrisonic says:

    Trap Name: Sandroom

    This trap consists of a single large room. The entire room is filled with sand. On the other side of the room, the party will see a door. As soon as the party enters, the door locks behind them. They will then feel themselves sinking into the sand and the room begins to fill up with sand. To the party, it appears that the trap intends to sink them and suffocate them, and will likely try to use acrobatics traps to escape. When they try to use the door on the other side, it will open and spray them with some sort of knock out gas and the sand will bury them. The way to exit? Let the sand sink them. They will find themselves deposited into larger room, by opening the door, they deactivate the escape method.

  24. Oh, sorry, fogot to mention; the trigger to the lowering roof is the first platform that they have to get to

  25. False floor Trap –

    A room that in filled with some sort if dangerous substance (quicksand, tar, boiling mud, bacteria filled water,ect) with platforms / a path only just submerged in the substance (make sure the players can’t tell where they are), the players need to know where to put there feat or fall to there death, generally you will put the answer somewhere in a previous room. You should also combined this with a lowering roof to add pressure, so they hade to know the sequence to get a cross in time.

    A good idear is to have a room that you can separate into a grid 5 wide and 10 long (the size of the squares in the grid are up to you) you fill the room with quicksand and select the correct path, one safe block on every row. Combine this with a lowering roof so the can’t poke a stick around and use try each space befor they step and adds pressure on them and you have a great encounter for our players, it chalenges them, rather than just needing to role the dice, they have to solve the problem themselfs, once they find the answer they don’t nesseserily need to put there characters lifes at risk on some dice rolls.

    Of corse this is just the base idear, you can complicate it with other idear over the top to change it and make it more difficult, like adding 3 doors at the end, with 2 of them leading to another trap, one of them skipping the traps and goes strait to the next room, how the figure witch door is the right one is up to you, a riddle perhaps, then the lowering roof adds more pressure on them and could make the uncalm make a mistake and pick the wrong passage

    Just an idear, but i think it’s a good one

  26. mirror, mirror
    Trigger: walk into room, door disappears
    Description: room of mirrors with one mirror for each adventurer each mirror shows only the reflection of one of the adventures. Anything that is done to the mirror effects the corresponding person ( aka attack mirror with image of player #1, then player #1 takes damage) and anything that is done to player effects mirror image ( aka player is healed mirror image is healed) .
    Checks: none
    Damage: varies
    Solve: inflict 1+ hp damage to a player the player is not hurt but the mirror shatters last mirror revels door

  27. Elber of Torou says:

    The characters find themselves on some sort of infinite walkway–a solid stone path extending forwards and back into infinity, floating in the middle of a black void. There is no apparent end. Things dropped off the edge vanish into the empty distance below.

    As the characters proceed along, things that the characters desire or love–phantoms of loved ones, lost childhood toys, etc–appear just beyond reach in the blackness. Most likely the characters will be savvy enough to resist the temptation to go for them, as any who do will fall into the endless abyss.

    However, it turns out that the whole thing is merely an illusion–a character who steps off the walkway will in fact drop 1ft to where the floor is supposed to be, with all dropped possessions and other characters with him. Characters still trapped in the illusion are hovering in midair, pretending to walk, and unable to hear or feel anything from outside the illusion.

  28. Elber of Torou says:

    False Map

    Somewhere at the start of the dungeon (where your characters will most likely get it before exploring further) place a map of the dungeon. In the hands of a dead explorer is a good place. The map should be incomplete, and mostly accurate.

    The twist is this–where an important/safe location is marked, there will instead be something incredibly dangerous, such as a mega death trap, a nest of giant rats or the base of the goblins overrunning the dungeon. Thus the characters will most likely walk in unprepared and possibly overconfident.

  29. Elber of Torou says:

    Gallery of Statues

    The characters enter a high room which is lined with tall, impressive statues. Each statue is reaching one arm out, palm up–the hands are about 10ft off the ground, and the ceiling 20ft. The statues’ heads are about 11-12ft. Some of the statues show signs of decay–they are missing heads or their arms. The plinth of each statue will reveal, on a detailed inspection, a ring of magical runes (of animation); the runes show the same state of degradation as the statue they enchant.

    One statue’s hand is closed around something in a fist. On closer inspection, this ‘something’ is a key, one that will be important to the characters’ quest–possibly the door into the next room or one somewhere else in the dungeon, or to a vault, chest or locked tome.

    When the characters attempt to remove the key, the statue holding the key, and all of the others which are not critically damaged will animate and attack the characters in defence of the key. They won’t/can’t follow the characters beyond the room itself.

    For a twist, have other statues holding items–some of value, some completely worthless–and only the statue holding the item will animate in defense of it. There could be a master statue in a prominent place holding the most precious (to the statues) item, which will wake all functioning statues in its defence.

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