My go-to that I've shared before: A door with a [spells]Magic Mouth[/spell] spell on it. When the adventurers approach, the door speaks. It poses the players a riddle. This is important: The riddle has to sound real but be nonsense. There is no answer. Think "how is a raven like a writing desk?" The real puzzle: The door isn't locked. The players will spend an hour trying to answer an impossible riddle and never check the handle.
Also, can't go wrong with a giant curtain with a Mirror of Opposition behind it. They pull back the curtain and their reflections jump out and attack them. Turns into that Spiderman meme real quick.
Some sourcebooks: Tasha Cauldron of Everything and Xanathars Guide to Everything are both official sources for traps and puzzles. Xanathars has only traps and Tasha's has got puzzles. There is also the Game Master's Book of Traps, Puzzles, and Dungeons is an excellent third party book out of a larger series of excellent books. It's on Amazon and in some stores and is chock full of all sorts of great stuff.
Basic traps all have the same skeleton: The trigger, how to find it, how to disable it/bypass it, and what it does if it goes off. Trigger: Think about the purpose of the trap and who made it. A wizard might lay a magical glyph on their most precious books, while kobolds might lay a tripwire across a corridor they don't use because of the tripwire, leaving it for adventurers. How to find: Fairly simple, if you know what the trigger is then you assign a check to identify it. Maybe an investigation and arcana to find and identify the glyph, or perception to notice a lack of tracks or to see the little thread. How to disable/bypass: Also straightforward. Dispel Magic on the glyph, step over the tripwire, or maybe just cut it and jump back, depending on what it triggers (a collapsing roof would still fall on them, but a crossbow bolt would just hit the wall). What happens when it goes off: The tricky part. It can depend on what the purpose of the trap is. The glyph might banish the intruder to another dimension to stop thievery, while the tripwire might cast a net to capture intruders for forced labor, or shoot poisoned darts to kill unwanted intruders in the lair.
You can find a myriad of puzzle with a basic google search. Just look up riddles, or puzzles, or whatever, and you'll get a massive amount to pick and choose from.
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He doesn't have much besides the skin on his bones. Me: I'll take the skin on his bones, then.
"You see a gigantic, monstrous praying mantis burst from out of the ground. It sprays a stream of acid from it's mouth at one soldier, dissolving him instantly, then it turns and chomps another soldier in half with it's- "
What is a monster? - a courtyard is filled with statues of various beings & creatures in combat with each other, and the way forward is blocked. When the party approach the way forwards a Programmed Illusion is triggered which states something to the effect that the way forward is sealed until all monsters have been removed from the courtyard. The party has to go around and destroy the statues of just the monsters. When I ran this I used statues of different NPCs / monsters the party had previously fought and/or encountered so they had to go through and remember if each one whether that creature had attacked them or been to some degree friendly, but you could also use the poses themselves to indicate which are evil vs good or have the party use their knowledge skills to determine which creatures are good vs evil aligned. If the party every damage the wrong statue that statue comes to life and battles with them.
Looters Temptation - a large room with statues depicting various people, each one is holding one or more items, one of which is made of solid gold. At the far end of the room is a puzzle door with slots for some of the golden items, which you describe based on their geometry, the party have to go and remove the appropriate golden items to put them in the slots - they can use various skills for the retrieval. If they attempt to steal any of the golden items the trap triggers and you can have either the statue that was stolen from come to life to take it back, or have the golden item turn to acid and burn them, or curse them.
Abandoned Camp - a bridge across a deep crevass is missing, and next to the foundations for it is a pillar with symbols that suggest different damage types: a flame, a skull and cross bones, a snowflake, a lightning bolt, a rock, and nearby is a deserted campsite half-crushed by a boulder from a landslide. The party has to trigger each symbol to resummon part of the missing bridge. However, the symbols actually refer to different tasks in do to clean up / repair the campsite not damage types. Flame = restock the firepit with wood and light it Snowflake = rebuild a knocked over snowman Lightning bolt = repair an electric lantern found in the tent Rock = remove the boulder and unbury the tent Skull and Cross bones = release or kill a rabbit caught in a hunting trap (or properly bury the dead body of the previous resident of the campsite who was killed in the landslide).
One puzzle/trap that I just used on my players, was a series of open-mouthed demon faces (like the one in my profile pic) carved into the walls in a dungeon. They all look vaguely like the one in my profile (from Tomb of Horrors) but each face is unique, with differently shaped horns, different number of teeth, etc. The faces are all sized appropriately to stick an arm into, but what's inside is shrouded by magical darkness. Inside each one is some kind of lever, or catch, or button to press, to activate it. (If the switch location is unique in each one, they can't just use Mage Hand to skip the puzzle.) One of the switches opens a hidden passage, and the others are traps- I'd suggest making the damage and effects vary, and be a bit harsh, if you don't want someone to just brute-force the puzzle.
The solution, hidden wherever you find it convenient, is some roughly sketched lines on a torn scrap of paper, maybe with the words "dare you" scrawled on it just for drama. The lines match up with the shape/number of teeth in one of the demon mouths, indicating which one you need to activate. If you prefer, the lines could also indicate the shape of its horns, or some other arrangement of features.
The downside to this is it requires some time and work from you- you'll want to have some clip art or drawings to show the players. The solution hint is something you'd need to draw yourself, although that would just be some rough lines and not a full drawing. If you spread out the faces instead of putting them all in 1 room, I'd suggest having separate images to show the group, so it's up to them to determine when they've found them all (otherwise you could just line them all up in 1 place and make it a more obvious thing).
Just the title can I get some puzzles and traps please?
My go-to that I've shared before: A door with a [spells]Magic Mouth[/spell] spell on it. When the adventurers approach, the door speaks. It poses the players a riddle. This is important: The riddle has to sound real but be nonsense. There is no answer. Think "how is a raven like a writing desk?" The real puzzle: The door isn't locked. The players will spend an hour trying to answer an impossible riddle and never check the handle.
Also, can't go wrong with a giant curtain with a Mirror of Opposition behind it. They pull back the curtain and their reflections jump out and attack them. Turns into that Spiderman meme real quick.
Some sourcebooks: Tasha Cauldron of Everything and Xanathars Guide to Everything are both official sources for traps and puzzles. Xanathars has only traps and Tasha's has got puzzles. There is also the Game Master's Book of Traps, Puzzles, and Dungeons is an excellent third party book out of a larger series of excellent books. It's on Amazon and in some stores and is chock full of all sorts of great stuff.
Basic traps all have the same skeleton: The trigger, how to find it, how to disable it/bypass it, and what it does if it goes off. Trigger: Think about the purpose of the trap and who made it. A wizard might lay a magical glyph on their most precious books, while kobolds might lay a tripwire across a corridor they don't use because of the tripwire, leaving it for adventurers. How to find: Fairly simple, if you know what the trigger is then you assign a check to identify it. Maybe an investigation and arcana to find and identify the glyph, or perception to notice a lack of tracks or to see the little thread. How to disable/bypass: Also straightforward. Dispel Magic on the glyph, step over the tripwire, or maybe just cut it and jump back, depending on what it triggers (a collapsing roof would still fall on them, but a crossbow bolt would just hit the wall). What happens when it goes off: The tricky part. It can depend on what the purpose of the trap is. The glyph might banish the intruder to another dimension to stop thievery, while the tripwire might cast a net to capture intruders for forced labor, or shoot poisoned darts to kill unwanted intruders in the lair.
You can find a myriad of puzzle with a basic google search. Just look up riddles, or puzzles, or whatever, and you'll get a massive amount to pick and choose from.
He doesn't have much besides the skin on his bones. Me: I'll take the skin on his bones, then.
"You see a gigantic, monstrous praying mantis burst from out of the ground. It sprays a stream of acid from it's mouth at one soldier, dissolving him instantly, then it turns and chomps another soldier in half with it's- "
"When are we gonna take a snack break?"
Here are some of my favourites:
What is a monster? - a courtyard is filled with statues of various beings & creatures in combat with each other, and the way forward is blocked. When the party approach the way forwards a Programmed Illusion is triggered which states something to the effect that the way forward is sealed until all monsters have been removed from the courtyard. The party has to go around and destroy the statues of just the monsters. When I ran this I used statues of different NPCs / monsters the party had previously fought and/or encountered so they had to go through and remember if each one whether that creature had attacked them or been to some degree friendly, but you could also use the poses themselves to indicate which are evil vs good or have the party use their knowledge skills to determine which creatures are good vs evil aligned. If the party every damage the wrong statue that statue comes to life and battles with them.
Looters Temptation - a large room with statues depicting various people, each one is holding one or more items, one of which is made of solid gold. At the far end of the room is a puzzle door with slots for some of the golden items, which you describe based on their geometry, the party have to go and remove the appropriate golden items to put them in the slots - they can use various skills for the retrieval. If they attempt to steal any of the golden items the trap triggers and you can have either the statue that was stolen from come to life to take it back, or have the golden item turn to acid and burn them, or curse them.
Abandoned Camp - a bridge across a deep crevass is missing, and next to the foundations for it is a pillar with symbols that suggest different damage types: a flame, a skull and cross bones, a snowflake, a lightning bolt, a rock, and nearby is a deserted campsite half-crushed by a boulder from a landslide. The party has to trigger each symbol to resummon part of the missing bridge. However, the symbols actually refer to different tasks in do to clean up / repair the campsite not damage types.
Flame = restock the firepit with wood and light it
Snowflake = rebuild a knocked over snowman
Lightning bolt = repair an electric lantern found in the tent
Rock = remove the boulder and unbury the tent
Skull and Cross bones = release or kill a rabbit caught in a hunting trap (or properly bury the dead body of the previous resident of the campsite who was killed in the landslide).
One puzzle/trap that I just used on my players, was a series of open-mouthed demon faces (like the one in my profile pic) carved into the walls in a dungeon. They all look vaguely like the one in my profile (from Tomb of Horrors) but each face is unique, with differently shaped horns, different number of teeth, etc. The faces are all sized appropriately to stick an arm into, but what's inside is shrouded by magical darkness. Inside each one is some kind of lever, or catch, or button to press, to activate it. (If the switch location is unique in each one, they can't just use Mage Hand to skip the puzzle.) One of the switches opens a hidden passage, and the others are traps- I'd suggest making the damage and effects vary, and be a bit harsh, if you don't want someone to just brute-force the puzzle.
The solution, hidden wherever you find it convenient, is some roughly sketched lines on a torn scrap of paper, maybe with the words "dare you" scrawled on it just for drama. The lines match up with the shape/number of teeth in one of the demon mouths, indicating which one you need to activate. If you prefer, the lines could also indicate the shape of its horns, or some other arrangement of features.
The downside to this is it requires some time and work from you- you'll want to have some clip art or drawings to show the players. The solution hint is something you'd need to draw yourself, although that would just be some rough lines and not a full drawing. If you spread out the faces instead of putting them all in 1 room, I'd suggest having separate images to show the group, so it's up to them to determine when they've found them all (otherwise you could just line them all up in 1 place and make it a more obvious thing).