I recently created a Russian nesting doll trap series of chests. The first one releases a noxious gas and rewards the characters with a second smaller chest inside the first. The second chest when opened casts and illusion of gold that they might find inside it. If they pass the DC for this trap it rewards them with unlimited rations. Which also fills the room making them need to find some way of removing all the food. Finally after dealing with that they must succeed on an difficult lock picking check on a very small chest that cannot be moved or carried away. This chest contains the real treasure whatever you decide that is.
Make a trap, something that the characters need to trigger to actually get where they need to.
On a path (inside or outside) that has colored and/or different types stones (e.g. granite/sandstone/limestone or ceramic etc.) one type is actually a transport (like misty step). Use the passive saves unless the party checks out the path.
The path runs along a wall, the wall would be a "picture window which is activated when a player steps on the wrong stone aka transport. The party sees the missing person inside the picture window.
The picture window is actually a big TV/monitor, (it is some magic not an actual TV) so breaking the window does not access the room that they see their friend in. It is just a solid stone wall. The DM decides as the TV is cracked and broken, what the party can still see. To help their friend, they need to be transported as well.
Inside the room the 1st person is transported to is filled with skeletons of previous victims. The room/trap is actually a way to feed the mosquitos that are so thick it is a black cloud. DM determine if there is any light or the room has no light or something in between. The dead victims were bled to death. Figure out a HP loss per time. If the player trapped is in reality scared of a certain insect, add in these as well. Let the player do a wisdom check to determine when he realizes it is blood loss that is sapping HPs. The loss is not designed ot hurt a player, just create a time clock for everyone to solve.
To get out of the room, have an high DC to find the hidden door, one that would be solved fairly easy if 3 or more players are in the room.
What makes this trap different, is the party is suppose to fail it to move forward in the campaign. It uses the psychology of separation and time to pressure the thought process of the party.
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Try a magical detection trap that can sense people, and it released some constructs?
I have traversed all the outer planes- I have traversed all the inner planes- now I travel to the land of earth to ride an airplane.
-They/Them Pronouns-
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I recently created a Russian nesting doll trap series of chests. The first one releases a noxious gas and rewards the characters with a second smaller chest inside the first. The second chest when opened casts and illusion of gold that they might find inside it. If they pass the DC for this trap it rewards them with unlimited rations. Which also fills the room making them need to find some way of removing all the food. Finally after dealing with that they must succeed on an difficult lock picking check on a very small chest that cannot be moved or carried away. This chest contains the real treasure whatever you decide that is.
Make a trap, something that the characters need to trigger to actually get where they need to.
On a path (inside or outside) that has colored and/or different types stones (e.g. granite/sandstone/limestone or ceramic etc.) one type is actually a transport (like misty step). Use the passive saves unless the party checks out the path.
The path runs along a wall, the wall would be a "picture window which is activated when a player steps on the wrong stone aka transport. The party sees the missing person inside the picture window.
The picture window is actually a big TV/monitor, (it is some magic not an actual TV) so breaking the window does not access the room that they see their friend in. It is just a solid stone wall. The DM decides as the TV is cracked and broken, what the party can still see. To help their friend, they need to be transported as well.
Inside the room the 1st person is transported to is filled with skeletons of previous victims. The room/trap is actually a way to feed the mosquitos that are so thick it is a black cloud. DM determine if there is any light or the room has no light or something in between. The dead victims were bled to death. Figure out a HP loss per time. If the player trapped is in reality scared of a certain insect, add in these as well. Let the player do a wisdom check to determine when he realizes it is blood loss that is sapping HPs. The loss is not designed ot hurt a player, just create a time clock for everyone to solve.
To get out of the room, have an high DC to find the hidden door, one that would be solved fairly easy if 3 or more players are in the room.
What makes this trap different, is the party is suppose to fail it to move forward in the campaign. It uses the psychology of separation and time to pressure the thought process of the party.