Look around for "Grimtooth’s Ultimate Traps Collection". It is a collection of the volumes Flying Buffalo games published way back when, and can still be found for sale if you're shopping online. It presents trap ideas without specific game mechanics so as to be useable in a variety of systems. It contains all manner of traps, from the simple ones to elaborate engines of character destruction.
I like to combine a multitude of simplistic ideas into one.
A Chest that if not disarmed, expels a corrosive toxic gas when opened (potentially destroying items inside), with a pressure plate in front of it that shoots spears out of the wall behind.
The players, after noticing/avoiding the spears may think "Oh good, well that was the trap." Then open the unlocked chest not expecting more. Muahahahaha.
---------
Another thing I like to do is apply some effect/curse that has a delay, so they may not even know they set off a trap until the effects start taking action.
I always liked precariously balanced floor slabs that when stepped on the wrong way tilt and the player slides down into a chamber below and the slab rocks back into its "normal" position. This is very good for setting up the party in corridor without their front man in front. The warning is that the corridor is finished in "stepping stone" size slates (400mmx400mm to 600mmx600mm) and the floor is suddenly finished in a single stone 1500mm x 6000mm before returning to the stepping stone sized flagstones. You could also have it so that there are fewer torches in that stretch of the corridor. If the whole party ends up down there, they have to work their way out of the dungeon using only what they have on their persons at the time of the accident; no running out for a long rest or resupply.
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Cum catapultae proscriptae erunt tum soli proscript catapultas habebunt
How about a puzzle trap that has areas of unremovable silence. Classic, door locks behind you situation. Further ahead, there's an ear splitting sound that harms the players when they try to advance further through. To get through, players must first listen to the pattern of noise from afar, then move to the silenced areas only when the sounds would occur. If they remain in the silenced locations when there's no sound, they become damaged. Throw in a few basic traps to scare them from entering silenced zones, and an extra, useless feature to throw them off the trail. (Something to make them think they can advance without entering the silenced locations).
Traps are just puzzles for the players to solve, or difficult to avoid damage to use up character resources, sometimes both. No specific trap is going to make a Campaign great. Are you really looking for trap ideas or advice on how to use them in a campaign?
My favorite trap I have ever seen is the button trap. You enter a room and the doors slam shut behind you in the center is a little water basin. the water blesses any weapon put into it and makes it +1 (or whatever) but starts a countdown that appears over the doors in the room. a red button is in the center of the water basin above water level.
It counts down from whatever number you like, 10 is the version I heard of but whatever. As it gets down the numbers change color from green to yellow to orange to red. the rooms lights go out and everything is cast in magical darkness (screw your dark vision go on sound boy-o) except the countdown lights.
at 2 seconds you hear a ka-chunk from near the doors exit.
Now most players will instinctively hit the button which will reset the timer. at least a few times. In the end if they wait for the timer to go up, it just ends, the lights come back and the doors open.
A small dial that moves like a clock, but backwards, and only meets up with a normal clock twice a day. When you step on a plate below it, it sends you back to the last time it was correct. Literally reverses time, which annoys the players.
Fun!
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The best encounters are fundamentally the Prisoners Dilemma with two untrustworthy outcasts that hate each other.
this is a trap i used on my players. A room slowly filling with water from a magic waterfall in the middle of the room. When they enter it will start to fill 6 in' every time it hits the water falls initiative (0) with 6 gears that if turned in order will stop the water fall if not they reset if they choose the wrong one. the walls are also a special illusion that the players cant pass through and everytime they guess wrong spears fire out at them all. Have fun
Here's a trap that I made. I've had the idea for a long time, but hadn't written it down until now.
Burning Tunnel Trap
This trap is single use, and it requires a confined tunnel of at least 60 feet in length. The basic premise of this trap is to set a hallway on fire, damaging the entire party and causing them to plummet into the pit below while the trap operator remains unarmed. The trap is accomplished by replacing current walls of a corridor or tunnel with walls made of hard, dry wood. These wooden walls are camouflaged to look like the walls of the rest of the dungeon they are in. The DC to discover that the walls are wooden is determined by using the Trap Save DCs and Attack Bonuses table in the DMG. A single creature can operate the trap from the opposite side of one of the walls. When the party gets to the midway point of the wooden section of the hallway, the operator activates the trap by striking their side of the wall with a flint or igniting it using a torch or spell. The wall immediately bursts into flames. The party should roll initiative at this time. The trap itself activates on initiative count 20, and does fire damage equal to half the amount determined by the Damage Severity by Level table in the DMG. The following turn, on initiative count 20 the trap deals the same amount of fire damage, and the floor gives way, plunging the party into the pit that lay beneath the tunnel. The depth of the pit should be low enough that the characters survive the fall, yet deep enough that they can’t escape easily.
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All stars fade. Some stars forever fall. ------------------------------------------------------------------------------------------------- Homebrew (Mostly Outdated):Magic Items,Monsters,Spells,Subclasses ------------------------------------------------------------------------------------------------- If there was no light, people wouldn't fear the dark.
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I am running low on ideas for traps. any unique traps that can make a campaign great?
Beholders like to eat people who don't pay attention
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NEVER CROSS OUT THINGS
Look around for "Grimtooth’s Ultimate Traps Collection". It is a collection of the volumes Flying Buffalo games published way back when, and can still be found for sale if you're shopping online. It presents trap ideas without specific game mechanics so as to be useable in a variety of systems. It contains all manner of traps, from the simple ones to elaborate engines of character destruction.
<Insert clever signature here>
Wally DM has a TON of puzzle and trap ideas.
https://www.youtube.com/channel/UCYBD31KkjZhT8wcpVXcZh7w
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
-Ilyara Thundertale
I like to combine a multitude of simplistic ideas into one.
A Chest that if not disarmed, expels a corrosive toxic gas when opened (potentially destroying items inside), with a pressure plate in front of it that shoots spears out of the wall behind.
The players, after noticing/avoiding the spears may think "Oh good, well that was the trap." Then open the unlocked chest not expecting more. Muahahahaha.
---------
Another thing I like to do is apply some effect/curse that has a delay, so they may not even know they set off a trap until the effects start taking action.
I always liked precariously balanced floor slabs that when stepped on the wrong way tilt and the player slides down into a chamber below and the slab rocks back into its "normal" position. This is very good for setting up the party in corridor without their front man in front. The warning is that the corridor is finished in "stepping stone" size slates (400mmx400mm to 600mmx600mm) and the floor is suddenly finished in a single stone 1500mm x 6000mm before returning to the stepping stone sized flagstones. You could also have it so that there are fewer torches in that stretch of the corridor. If the whole party ends up down there, they have to work their way out of the dungeon using only what they have on their persons at the time of the accident; no running out for a long rest or resupply.
Cum catapultae proscriptae erunt tum soli proscript catapultas habebunt
mimic chest, mimic chest, mimic chest, normal chest with mimic ring "treasure"
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
-Ilyara Thundertale
That would be after the normal chest with mimic treasure.
Then you go with normal chest, normal treasure with normal trap.
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
-Ilyara Thundertale
Any unique ideas for a campaign?
Beholders like to eat people who don't pay attention
Loading.....
NEVER CROSS OUT THINGS
How about a puzzle trap that has areas of unremovable silence. Classic, door locks behind you situation. Further ahead, there's an ear splitting sound that harms the players when they try to advance further through. To get through, players must first listen to the pattern of noise from afar, then move to the silenced areas only when the sounds would occur. If they remain in the silenced locations when there's no sound, they become damaged. Throw in a few basic traps to scare them from entering silenced zones, and an extra, useless feature to throw them off the trail. (Something to make them think they can advance without entering the silenced locations).
Traps are just puzzles for the players to solve, or difficult to avoid damage to use up character resources, sometimes both. No specific trap is going to make a Campaign great. Are you really looking for trap ideas or advice on how to use them in a campaign?
<Insert clever signature here>
My favorite trap I have ever seen is the button trap. You enter a room and the doors slam shut behind you in the center is a little water basin. the water blesses any weapon put into it and makes it +1 (or whatever) but starts a countdown that appears over the doors in the room. a red button is in the center of the water basin above water level.
It counts down from whatever number you like, 10 is the version I heard of but whatever. As it gets down the numbers change color from green to yellow to orange to red. the rooms lights go out and everything is cast in magical darkness (screw your dark vision go on sound boy-o) except the countdown lights.
at 2 seconds you hear a ka-chunk from near the doors exit.
Now most players will instinctively hit the button which will reset the timer. at least a few times. In the end if they wait for the timer to go up, it just ends, the lights come back and the doors open.
Its usually good for a laugh.
that is wonderful
Beholders like to eat people who don't pay attention
Loading.....
NEVER CROSS OUT THINGS
The reverse clock.
A small dial that moves like a clock, but backwards, and only meets up with a normal clock twice a day. When you step on a plate below it, it sends you back to the last time it was correct. Literally reverses time, which annoys the players.
Fun!
The best encounters are fundamentally the Prisoners Dilemma with two untrustworthy outcasts that hate each other.
this is a trap i used on my players. A room slowly filling with water from a magic waterfall in the middle of the room. When they enter it will start to fill 6 in' every time it hits the water falls initiative (0) with 6 gears that if turned in order will stop the water fall if not they reset if they choose the wrong one. the walls are also a special illusion that the players cant pass through and everytime they guess wrong spears fire out at them all. Have fun
Here's a trap that I made. I've had the idea for a long time, but hadn't written it down until now.
Burning Tunnel Trap
This trap is single use, and it requires a confined tunnel of at least 60 feet in length. The basic premise of this trap is to set a hallway on fire, damaging the entire party and causing them to plummet into the pit below while the trap operator remains unarmed. The trap is accomplished by replacing current walls of a corridor or tunnel with walls made of hard, dry wood. These wooden walls are camouflaged to look like the walls of the rest of the dungeon they are in. The DC to discover that the walls are wooden is determined by using the Trap Save DCs and Attack Bonuses table in the DMG. A single creature can operate the trap from the opposite side of one of the walls. When the party gets to the midway point of the wooden section of the hallway, the operator activates the trap by striking their side of the wall with a flint or igniting it using a torch or spell. The wall immediately bursts into flames. The party should roll initiative at this time. The trap itself activates on initiative count 20, and does fire damage equal to half the amount determined by the Damage Severity by Level table in the DMG. The following turn, on initiative count 20 the trap deals the same amount of fire damage, and the floor gives way, plunging the party into the pit that lay beneath the tunnel. The depth of the pit should be low enough that the characters survive the fall, yet deep enough that they can’t escape easily.
All stars fade. Some stars forever fall.
-------------------------------------------------------------------------------------------------
Homebrew (Mostly Outdated): Magic Items, Monsters, Spells, Subclasses
-------------------------------------------------------------------------------------------------
If there was no light, people wouldn't fear the dark.