This trap was based off of one i found online, with a twist. It is a pit with a sinking ceiling, but there is an alcove with room for one and only one player. The ceiling is actually an illusion, but a mostly chaotic/evil/neutral party might fight for the place, harming companions for nothing ;).
Another great trap is a room with a pile many enchanted items beside a key. if the party touches loot, it will multiply, effectively burring the key necessary to open the door and eventually killing the party.
Hi everyone! I am a new DM, but have been playing for several years. I am currently creating my very first dungeon, and wanted to impart my puzzle to you all in case it’s something you like.
The PCs are tasked with finding a kidnapped ally in a dungeon not far from their current location. The ruined temple is that of Sehanine, the moon goddess. A large chamber greets the party deep inside this ruined dungeon. A large circular pool that is currently empty is located in the middle of the chamber. Surrounding it are various colored flowers (with 8 equally sized pedals) that alternate between black and purple. However, the flowers seem to be wilted and dried.
Located in 4 corners of the chamber are large basins that are currently tilted downwards and also are seemingly dry.
The only exit is located towards the back of the chamber, indicated by a large metal door.
The goal of this chamber is to fill the pool with specifically moon water, since the theme is based on Sehanine. Not sure if this sounds interesting or is too easy, but I think challenging the players with knowledge makes it interesting.
This trap I used is fairly annoying but works perfectly no matter what. If your doing a high level campaign (this is normally only recommended for level seventeen plus groups and there are four or higher) this would be able to use consequentialism as well as playing with other people's consciousness.
Upon entering a room you hear a sharp click and all goes black. Now you need to ask one character (also this only works if a character has power word kill and if they do they can NOT be chosen for this) to leave the room. After you wake up a old man (can be changed, I just used this as a example) tells youas your strapped to a chair "The glass wall inbetween you and (the name of the character who left) is indestructible and soundproof. It is also one way meaning the person on the other side can not see you. Each of the two identical rooms (Your party is in one of them tied to the chairs with the other person free and in the other room.) has a door. Upon opening that door the other rooms door with be locked permanently and the floor will slide away to a lethal fall, the pit to make sure that you do die is filled with (what ever powerful monster you want, if they don't have holly wepons/ water etc I recommend Lemures seeing as they are basically invincible without them.)"
This trap is both effective if you want to make the party smaller for a boss fight or waste spell slots. Another interesting idea is that they don't need to kill the other player. They could allow him to open the door fall into the pit, grab or use a spell or magic item to stick to the wall (saving throw if it's grab) then dig through the floor and come out the other side to the open door. Maybe this sounds way to hard but the idea behind this is usefull depending on your situations.
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Greed is my lever, Fear my servent and Death my only friend.
I recently did a puzzle in my DnD game that was a version of the "rule of threes" puzzle from Control. The characters came upon their goal but it was on the other side of a lava field. The test specified that in order to be seen as worthy in this test flying across the gap is not an option, you must walk. The characters also came upon a pullcord that dangles seemingly out of the shadow above. A placard reads below it in Illumian "The rule of threes applies" when the party pulls the chord three times they are shunted to the elemental plane of earth in an underground tunnel carved by xorn. Halfway down the tunnel, there is a black stone table with a small servant's bell on it. Upon ringing the bell three times the wall on the far end of the cavern crumbled to sand as three xorn burst through and rush the party. After dispatching the Xorn the party may proceed into a newly revealed room where the Xorn came from. inside this room there is a table with a black stone key, the party should grab it. There is also another pullcord from the top of the cavern, after pulling this chord three times the party is shunted back to the material plane standing just where they where when they left. Now, however, the lava has dried to obsidian and the gap can be safely traversed to the altar on the other side of the cave which could be unlocked using the black stone key from the plane of earth. It was the end of a 5 session dungeon and they got alllll the loot.
A large room with 5FT glass tiles making up the flooring and a pit with *insert desired doom* beneath the flooring. The opposite end of the room has a lever in the wall that when pulled, lowers a chain bridge that allows the party to cross safely. Some of the glass tiles are solid enough to stand on and create a path that will reach the other side of the room. The rest of the tiles are brittle and will easily shatter if stood on.
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This trap was based off of one i found online, with a twist. It is a pit with a sinking ceiling, but there is an alcove with room for one and only one player. The ceiling is actually an illusion, but a mostly chaotic/evil/neutral party might fight for the place, harming companions for nothing ;).
Another great trap is a room with a pile many enchanted items beside a key. if the party touches loot, it will multiply, effectively burring the key necessary to open the door and eventually killing the party.
Thanks for the help! I will make sure to add this.
Like in Harry Potter and the Deathly hallows? Cool!
Yes, but I did away with the burning part. It seemed unnecessary for my purposes.
That is awesome! Have a good day!
Hi everyone! I am a new DM, but have been playing for several years. I am currently creating my very first dungeon, and wanted to impart my puzzle to you all in case it’s something you like.
The PCs are tasked with finding a kidnapped ally in a dungeon not far from their current location. The ruined temple is that of Sehanine, the moon goddess. A large chamber greets the party deep inside this ruined dungeon. A large circular pool that is currently empty is located in the middle of the chamber. Surrounding it are various colored flowers (with 8 equally sized pedals) that alternate between black and purple. However, the flowers seem to be wilted and dried.
Located in 4 corners of the chamber are large basins that are currently tilted downwards and also are seemingly dry.
The only exit is located towards the back of the chamber, indicated by a large metal door.
The goal of this chamber is to fill the pool with specifically moon water, since the theme is based on Sehanine. Not sure if this sounds interesting or is too easy, but I think challenging the players with knowledge makes it interesting.
That is a real cool .pdf book you created, Wallydw. I recommend for everybody how wants to spice up a campaign
This trap I used is fairly annoying but works perfectly no matter what. If your doing a high level campaign (this is normally only recommended for level seventeen plus groups and there are four or higher) this would be able to use consequentialism as well as playing with other people's consciousness.
Upon entering a room you hear a sharp click and all goes black. Now you need to ask one character (also this only works if a character has power word kill and if they do they can NOT be chosen for this) to leave the room. After you wake up a old man (can be changed, I just used this as a example) tells you as your strapped to a chair "The glass wall inbetween you and (the name of the character who left) is indestructible and soundproof. It is also one way meaning the person on the other side can not see you. Each of the two identical rooms (Your party is in one of them tied to the chairs with the other person free and in the other room.) has a door. Upon opening that door the other rooms door with be locked permanently and the floor will slide away to a lethal fall, the pit to make sure that you do die is filled with (what ever powerful monster you want, if they don't have holly wepons/ water etc I recommend Lemures seeing as they are basically invincible without them.)"
This trap is both effective if you want to make the party smaller for a boss fight or waste spell slots. Another interesting idea is that they don't need to kill the other player. They could allow him to open the door fall into the pit, grab or use a spell or magic item to stick to the wall (saving throw if it's grab) then dig through the floor and come out the other side to the open door. Maybe this sounds way to hard but the idea behind this is usefull depending on your situations.
Greed is my lever, Fear my servent and Death my only friend.
Join the Grammer Cult.
I recently did a puzzle in my DnD game that was a version of the "rule of threes" puzzle from Control. The characters came upon their goal but it was on the other side of a lava field. The test specified that in order to be seen as worthy in this test flying across the gap is not an option, you must walk. The characters also came upon a pullcord that dangles seemingly out of the shadow above. A placard reads below it in Illumian "The rule of threes applies" when the party pulls the chord three times they are shunted to the elemental plane of earth in an underground tunnel carved by xorn. Halfway down the tunnel, there is a black stone table with a small servant's bell on it. Upon ringing the bell three times the wall on the far end of the cavern crumbled to sand as three xorn burst through and rush the party. After dispatching the Xorn the party may proceed into a newly revealed room where the Xorn came from. inside this room there is a table with a black stone key, the party should grab it. There is also another pullcord from the top of the cavern, after pulling this chord three times the party is shunted back to the material plane standing just where they where when they left. Now, however, the lava has dried to obsidian and the gap can be safely traversed to the altar on the other side of the cave which could be unlocked using the black stone key from the plane of earth. It was the end of a 5 session dungeon and they got alllll the loot.
I love this idea
A large room with 5FT glass tiles making up the flooring and a pit with *insert desired doom* beneath the flooring. The opposite end of the room has a lever in the wall that when pulled, lowers a chain bridge that allows the party to cross safely. Some of the glass tiles are solid enough to stand on and create a path that will reach the other side of the room. The rest of the tiles are brittle and will easily shatter if stood on.