A room or hall-way with several potion-style bottles hanging down to about shoulder height. Wererats can attack players in this room with no issue because they have giant rat forms that operate below the potion line. Medium sized humanoids (players generally) can either attack or do other actions at disadvantage, or risk breaking a potion bottle and triggering a random magical effect (possibly from the wild magic table). The potions are highly unstable, and attempting to "harvest" them for later may cause them to trigger instead. If successfully harvested, each player with a bottle risks it triggering each time they are hit with an attack, are grappled, or are knocked prone.
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"The mongoose blew out its candle and was asleep in bed before the room went dark." —Llanowar fable
A hallway of alchemically treated stone that reflects kinetic energy or force complimented with a ceiling fitted with sharpened sticks or spiked wire. If players run down the hall, their footfalls may reflect and bounce them up into the ceiling like a reverse pit trap, slamming them into the hazards above.
Bonus: Some areas of the hallway are pits, forcing the players to jump from one "safe" place to another, causing them to land on a kinetic tile area.
I can come up with a few based on items and stuff that feel alchemist made just adjust the DC's to be level appropriate.
String alarm: A simple trip wire that makes a sound possibly starting combat. If you think a bell is too nice then how about Dust of Sneezing and Choking, the sneezing will make as much noise as a bell and it will also incapacitated players
Hazardous waste e.g broken glass/ nails: acts like Caltrops (bag of 20) the damage is low but hurting speed can be a hindrance and use up healing. It can also carry poison and diseases to make it more deadly. Its up to you if you keep the part where they can move through safely because it's equally valid to say its just dangerous difficult terrain
Crawl tunnel: A small path players have to squeeze through in single file that makes them vulnerable to another trap or combat. For a were rate they may be attacked by a swarm of rats while passing through. It can make for a very stressful combat.
Weakened floor/ tunnel: A part of the tunnel that collapses into a pit or falls on top of players
Poison gas: It can be in a vial the breaks when opening a door or on a trip wire and it can also just be a dangerous area with the gas stuck in it. Choose one of the premade inhaled poisons, a monster poison or just an appropriate save and damage. It's also another place you can use Dust of Sneezing and Choking. Having visible stagnant gas is often a fun problem for players to get past
Punji board. A spiked board on the floor that's hidden. If the players don't see it they step on it and take damage. Also easily poisoned or infected.
Hunting Trap is a pretty good low level trap that's appropriate for you common street rat. It can stop player from moving and can also be poisoned
gray ooze is a good monster to act as a trap for an alchemist. Its metal corroding effect is painful for any party and can be an interesting effect to put on a trap like a corroding gas or toxic pool as well as in the form of the monster itself. This costs the players money in the form of equipment so be sure to make it worth their while
Dangerous plants. Brown mold, Yellow mold , gas spore, violet fungus. They can just be immobile attackers that blend in and can really have any kind of attack you want but its easier to use a premade monster.
Slippery zone: Slippery oil or ball bearings possibly with something sharp on the floor or some where dangerous like stairs so those that fall, fall onto pain.
You can honestly do some pretty crazy things like drug the players and go on a little wonder land adventure with fairies only for them to wake up and find the angry gnomes they were fighting were rats.
Hello fellow DMs!
I have a group of 4 5th lvl fame seeking heroes that took a low-rent job of exterminating a rat problem in the cellar below their favorite tavern.
I'm looking for some fun traps for the over confident heroes to encounter while clearing out the newly discovered cavern below the cellar.
Thanks in advance!
A room or hall-way with several potion-style bottles hanging down to about shoulder height. Wererats can attack players in this room with no issue because they have giant rat forms that operate below the potion line. Medium sized humanoids (players generally) can either attack or do other actions at disadvantage, or risk breaking a potion bottle and triggering a random magical effect (possibly from the wild magic table). The potions are highly unstable, and attempting to "harvest" them for later may cause them to trigger instead. If successfully harvested, each player with a bottle risks it triggering each time they are hit with an attack, are grappled, or are knocked prone.
Niiiiice!!! This is a great idea!
A hallway of alchemically treated stone that reflects kinetic energy or force complimented with a ceiling fitted with sharpened sticks or spiked wire. If players run down the hall, their footfalls may reflect and bounce them up into the ceiling like a reverse pit trap, slamming them into the hazards above.
Bonus: Some areas of the hallway are pits, forcing the players to jump from one "safe" place to another, causing them to land on a kinetic tile area.
MWUAGHAHAHAHAAAAAA!!!
I can come up with a few based on items and stuff that feel alchemist made just adjust the DC's to be level appropriate.
You can honestly do some pretty crazy things like drug the players and go on a little wonder land adventure with fairies only for them to wake up and find the angry gnomes they were fighting were rats.
These are all super solid! Thanks, you've given me a ton to work with here!!