Type | Name |
Any | The Ghostly Mother-In-Law |
Chest | Double Vision |
Door | Familiar Faces Musical door |
Hallway | A Different Kind of Spiked Door Spiked Tunnel The Infinite Hallway |
Lock | The Pointless Trap |
Pit | Slime Slide |
Room | A Roleplaying Trap Deadly Spikes Floating Rug and Table Glass Storm Hole in Two Pointless Trap (Part II) Slime Ball The Big Bag Bang The Killer Maypole Topsy Turvy Water Water Everywhere Stone floor Leg Trap |
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.
NAME: Double Vision
LOCATION TYPE: Chest
TRIGGER TYPE: mechanical
TRIGGER: failing to pick lock
EFFECT TYPE: mechanical/magical
EFFECT: A blade chops off a piece of the player's finger, teleporting it to a
high-level mage's tower, where the mage will create a duplicate (clone) of
the character.
NAME: Familiar Faces
LOCATION TYPE: Door
CONTEXT: 20' x 20' room, with 4 kobolds (originally).
TRIGGER TYPE: magical
TRIGGER: Any party member touches door to enter room.
EFFECT TYPE: magical
EFFECT: A bright flash of light blinds the players and when their vision
clears each player is in a room with many kobolds. Each player in the party
is teleported to a different location in the room and an illusion spell is cast
on each party member. Each party member sees the other members of his
party as kobolds but none of his/her companions are anywhere in sight. Plus
the extra four kobolds of course.
NAME: The "Juvenile" Chest
LOCATION TYPE: Chest
TRIGGER TYPE: mechanical
TRIGGER: opening lock
EFFECT TYPE: magical
EFFECT: Within the lock of the chest are poison needles. If the character
fails to save against the poison, he/she loses 3 wisdom points, 4 strength
points, and 5 intelligence points. The character will also turn into a juvenile
(13 to 15 human years.) The "aging" poison can be cured with a Remove
Curse by a high level mage.
NAME: Glass Storm
LOCATION TYPE: Room
CONTEXT: Any large circular room. Thousands off glass shards (like
broken window panes) lying about the entire room. A pillar in the center of
the room, with some valuable object sitting upon it.
WARNING: Touching the object causes a wind to blow through the room,
causing the shards to jingle together.
TRIGGER TYPE: magical
TRIGGER: taking the object
EFFECT TYPE: magical
EFFECT: A constant wind storm causes all the crystal shards to fly about
the room striking the party. Each party member in the room will take
damage (3D6) per round until the object is put back or the party can leave
the room.
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.
NAME: The "King Arthur" Syndrome
LOCATION TYPE: Room
CONTEXT: There is a mound of earth surrounded by a moat of acid. A
strong-looking rope is magically held so that anyone could take hold of the
rope and swing across to the mound. Stuck in the mound is a quite beautiful
sword.
WARNING: The rope is really frail and decayed, but disguised by an
illusion.
TRIGGER TYPE: mechanical
TRIGGER: Swinging on the rope breaks it
EFFECT TYPE: mechanical effect The character falls into the moat.
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.
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.
NAME: Slime Ball
LOCATION TYPE: Room
CONTEXT: Spherical room.
TRIGGER TYPE: magical or mechanical
TRIGGER: entering room
EFFECT TYPE: mechanical
EFFECT: The room is actually a sphere within a sphere. The inner surface
of the outer sphere and the outer surface of the inner sphere are lubricated
with highly slippery slime (non-toxic.) When someone enters, the door will
close. Due to Newton's Law, for every action there is an equal and opposite
reaction. When the character tries to move one way, the inner sphere will
rotate and the outer sphere will rotate in the opposite direction.
NAME: Slime Slide
LOCATION TYPE: Pit
CONTEXT: Any pit big enough for one individual (human) is perfect. It
contains a waist high pool of slime (non-toxic, no ill-effect) that acts as an
extremely effective lubricant.
TRIGGER TYPE: mechanical or magical
TRIGGER: 1-4 rounds after entering pit
EFFECT TYPE: mechanical effect The floor will drop out from under the
person in the pit, who will fall onto a slightly tilted slide. It would be best to
use the Slime Ball trap as the destination of this slide.
NAME: Topsy Turvy
LOCATION TYPE: Room
CONTEXT: Any large cave (at least 20 x 20'). Upon close examination of
the floor and ceiling, many holes about the size of dimes and nickels (in the
thousands on both) are clearly visible. A large amount of treasure on the
opposite end of the room is piled against a wall.
TRIGGER TYPE: mechanical
TRIGGER: The first player to step over the holes will set off the trap.
EFFECT TYPE: mechanical
EFFECT: The holes on the floor will lift the character into the air with a
constant blast of air (up to 350 pounds). The holes in the ceiling will also
blast air of the same force downward, sending the character spinning and
tumbling in mid-air. The character caught in the trap will get sick and
suffer 1 point of damage after his constitution score divided by 4 (rounding
down) number of rounds have past. If the character is in the trap more than
5 rounds, he will black out.
DISARM: Behind the holes are large fans run by magical means. If a staff
of considerable strength (magical, etc.) are shoved into the holes, and a
strength roll is successful, the fan is jammed; otherwise, the character
attempting to disarm it will suffer d4 of damage. If the floor fan is stopped
first the character in the trap will be forced to the floor, suffering damage
and vice-versa for the floor fan.
NAME: Water Water Everywhere
LOCATION TYPE: Room
CONTEXT: A 40' circular chamber with exits on opposite sides. Contains a
30' circular pool with a 7' diameter base for a 20' high statue of a minotaur
in the center of the pool. The statue looks loose. Moving the statue causes it
to fall down and block the door through which the party entered; below it
appears to be a tunnel down to a passage parallel to the line between this
room's entrances. This is actually an illusion.
TRIGGER TYPE: mechanical
TRIGGER: Entering "tunnel"
EFFECT TYPE: magical
EFFECT: The character who entered the tunnel will see that s/he is in a
concave 6' deep pit. A force field goes up covering the top of the pit. When
another character tries to poke at the force field, s/he will be pushed into the
center of where the statue used to be by a rising wall of water. A Water
Weird (see Monster Manual) will attack the party. As long as the water
weird is alive, the force field covering the pit will drop 4 inches every round.
When the Water Weird is dead, the force fields will be broken.
NAME: The Infinite Hallway
LOCATION TYPE: Hallway
Warning: The characters will begin to feel very disoriented and have a lack
of energy. This may warn them that there is something afoot. Also, any
character carefully studying the wall may notice that the patterns of stone are
exactly the same every ten feet.
TRIGGER TYPE: Magical
TRIGGER: By some magical enchantment not known to any, including the
vile Gamemaster, the electrical impulses from a character's body striking the
first teleportation field are channeled back and activate the second
teleportation field. Any contact with the second teleportation field provides
energy to it by the same use of human (or elven or dwarven...) vital energy.
EFFECT TYPE: Magical
EFFECT: As a party of characters walks down a hallway, they contact a
(permanent) teleportation field, instantaneously teleporting them back ten
feet and creating a second teleportation field just behind them. The
teleportation is of a such a nature that it is too fast to be noticed, except for a
slight feeling of disorientation. Thus, the party would walk, contact the
field, be teleported back, and continue walking without any stop. After
about ten minutes of walking, the characters may begin to get worried. If,
however, they turn and go back the other way down the hall, they will
encounter the second field and be teleported just before the first field, and
much the same thing will happen.
DISARM: The only way to disarm this trap that I can see, other then
digging around it, is that the second teleportation field times out after twenty
minutes of the characters not contacting either of the fields, thus not
providing the field with any energy. The first field, as stated before, is
permanent.
NAME: A Different Kind of Spiked Door
LOCATION TYPE: Hallway
CONTEXT: A false door that looks important to the party. It should look
like it opens inward and is locked (unpickable).
TRIGGER TYPE: mechanical
TRIGGER: Trying to force open the door
EFFECT TYPE: mechanical
EFFECT: The door is a thin panel of wood attached to springs. behind the
panel is a set of spikes. If the party tries to force the door open the springs
will compress and the panel will give way, which usually means that the
person forcing the door open will impale him/herself on the spikes. The
damage done is adjustable by the number of spikes that were behind the
panel and their depth, but should follow something like (for AD&D): 3d4 +
strength damage bonus of the person trying to knock the door down (since
the harder they push the door, the more forcefully the spikes go in).
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.
NAME: The Killer Maypole
LOCATION TYPE: Room
CONTEXT: The party walks into a room with stone walls. In the center of
the room is a metal pole with arms extending from it, near the top. The floor
is shiny and slick with some liquid.
TRIGGER TYPE: mechanical
TRIGGER: Pressure plates in floor inside and outside room detect when the
whole party is inside room (that is, pressure plate outside has nothing on it,
and the one inside has something on it).
EFFECT TYPE: mechanical
EFFECT: The door swings closed. The metal pole begins turning, and the
arms extending from it rub against the wall. More of the liquid is pumped
out of the top of the pole. The pole is made of steel, the walls are flint. The
liquid is oil.... you can guess what happens next.
NAME: Spiked Tunnel
LOCATION TYPE: Hallway
CONTEXT: A dead-end hallway, with spikes on the wall at the end of the
hall.
TRIGGER TYPE: mechanical
TRIGGER: Party crosses fulcrum point of hallway.
EFFECT TYPE: mechanical
EFFECT: The "hallway" pivots 90 degrees, becoming a pit trap with spikes
at the bottom.
NAME: Leg Trap
LOCATION TYPE: Stone floor
TRIGGER TYPE: mechanical
TRIGGER: Stepping on a pivoted stone
EFFECT TYPE: mechanical
EFFECT: When stepped on, one of the flagstones pivots on edge and drops
the leg into a hole, breaking the knee on the pivoted stone and piercing the
foot with the spike down in the hole. Then the spike, when stepped on,
triggers a crossbow firing into the leg *under the floor*. The bolt is barbed
along its length, with flange for feathers that stops its progress. It is also
longer than the hole is wide, trapping the pierced leg. This is a bitch to
remove, it takes a bolt cutter, hacksaw, or clever magic to remove the leg
from the hole now that is is pinned.
VARIANTS: The firing of the crossbow can ring the dinner bell in the room
of the monster next door, can start flooding the room with burning oil, or
sewage, or water, or whatever. It can trigger a Magic Mouth that growls
like something hungry down in the hole. Good for panic. Or simply a
springblade that leaves a stump looking for a pegleg.
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.
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.
NAME: Musical door
LOCATION TYPE: Door
CONTEXT: A plain metal featureless door.
TRIGGER TYPE: Mechanical
TRIGGER: The locking mechinism is a chime. It magically or mechanically
listens for the ringing sound made when two metal objects clang together
(such as hitting a sword against the door). This sets up the proper vibrations
in the door to create the proper pitch to automatically unlock and open the
door.