Please share your thoughts and ingenuity, and also your aims (damage, inconvenience etc.)
My evil damaging trap (costs 9gp 8sp 6cp)
A 5ft square concealed pit that an ambushed victim is intended to fall into, but failing that, pushed into. According to Traps Revisited in Xanathar’s Guide, the spikes at the bottom should do 2d10 damage and the person should take 1d6 falling damage (10ft.) However then they are also in a flaming pit taking 5 fire damage every turn, and when they try to escape, all of their movement triggers checks from both the Ball Bearings and the Caltrops (which if they suffer too many points of damage from their movement is reduced to zero), not to mention the spikes down there.
1 sq. yd. of Canvas (from the trade good section of the PHB) x4 = 4sp (1x 6 sq. ft.)
Construction
Three party members work together to dig a 5ft square hole that is 10ft. deep each, one party member rotating out so that the work is efficient.
The remaining part member soaks the Canvas in oil so that is is thoroughly soaked (with 6 of the flasks), and hammers in the pitons deep around the hole.
At the bottom of the hole, 10 iron spike are hammered into the ground (spike pit)
Then 1/4 of the ball bearings are poured into the pit, as well as the caltrops... then finally (before closing it off and before the enemy comes)... throwing in 4 lit torches. (The last torch is to throw in if the others have gone out)
Attach the cloth with string to the four pitons, put on-top of the cloth the remaining vials of oil, and then cover the pit and vials with dirt
Another idea I had whilst writing was to dig a 10ft. by 10ft. hole, that is 15ft. deep and then, using torches and an ideally placed nearby sewers or dungeon, lure a Gelatinous Cube into it (they are attracted to heat I believe)... However that would take much more prep time... and convenience .
Cool thread idea. I'm thinking about what I could come up with but I see some issues with your trap, mostly with time allotment. The first is digging that size pit in the time allowed. First, you wouldn't have 2 hours because you'd need time to get the spikes in, bearings, oil etc and string up the canvas. So say you could do that in 15 mins. 2 people digging that size hole in 1hr 45m is nutzo. I've unfortunately had to dig some pretty large holes by hand and I just don't see it being possible. You've also not considered where you would put the dirt. You would need a way to move the dirt away from the pit and distribute it in such a way that it wouldn't be a tip off that something has been done in the area (which will take time also). You'd need a wheelbarrow which I think would put you over budget, or if you're moving it by hand then you're even further over time. I think there may be an issue with the oiled canvas catching fire above a flaming pit also. Personally I'd modify it so a single torch near the bottom of the pit would be pulled out of the dirt wall by a string attached to the canvas so it lights up when someone falls in.
Nice modifications of a classic trap though! Hope you don't think I'm giving you a hard time :) Know it's all in good fun! I figure scrutinizing other peoples trap would be part of the thread :) I'll post a trap idea today and look forward to getting it torn apart!
Thank you, yes, I was intending to discuss feasibility... But let’s not forget fun either (I’m just one of those people that think the two aren’t mutually exclusive).
In answer to your critique about being able to dig out 5,5,10ft. of soil in two hours... I do actually think it is feasible. Apparently a professional grave digger can dig out a grave (comparable) in six hours, but they would still be a Commoner by D&D standards. Most four member parties in a D&D game have at-least one superhumanly strong person in it, which should make up for lack of expertise. Additionally, although I have budgeted for two shovels, I have actually put 3/4 party members on that part of the job so that they can rotate out (and because space would be limited. Finally, as you have said there is excess to get rid of (only a small amount would be used to cover the pit) but the fourth party member can help with that whilst the cloth is soaking in the oil.
-Three athletics checks with an average over a certain amount to get it done?
I get what you are saying about the torches, as it would get pretty hot inside that trap pretty quickly even with just a few torches in the bottom. Obviously Alchemist's Fire (flask) at the top hidden with the oil would be the elegant solution... but also way too expensive.
I don’t see how the torch falling would cause it to light... even if it was modified to essentially be an oversize match. A much simpler solution would be to throw a torch in afterwards or Candles, a Lamp (which would smash), or oil treated rope leading out of the trap to an awaiting party member who is ready to light it (which would have to be carefully disguised).
You reference a grave digger (literal expert at digging) being able to do it in 6 hours. Your heroes are not professional diggers, and would likely have to slow down to prevent the hole from caving in due to their lack of experience at pit making. The grave digger is by default skilled, which is why you didnt say 'a random guy could dig this in 6 hours' which is you acknowledging it takes some level of experience to be quick and to make it properly (which is true with any excavation). You wouldnt say 'the blacksmith makes a dagger in 2 hours, but hes basically a commoner, so the party can in 20 minutes!' Or 'the old woman knits a scarf in 20 minutes, as shes been doing it for years. But shes a commoner so the party can do it in 6 minutes without experience.'
As a party, only one person (by rules of dnd) can dig in that pit as it is 5' x 5', being 10' deep. It will take your character at least 6 hours likely (pretending as though everyone has proficiency with digging tools, which even in real life - as simple as they are - still requires moderate experience in digging to be twice as fast as a new worker) but maybe you will be generous and half that time. So 3 hours. At literal best. Better than a person who has expertise in digging, where your party does not. This dig would also (if youre being realistic, which i guess you might simply not be) require some basic int and wis checks to once again not cause cave-ins, which would bury your PC. Its literally the only flaw in your plan is digging the hole, without magic, in 2 hours. In 2 hours your hole would be at best 6.6 feet deep, 5x5. Giving no damage. Since your two hours is up youve set no caltrops, no spikes, no anything, so it does 0 damage.
I will say again, because otherwise this thread will die a death very quickly: “I was intending to discuss feasibility... But let’s not forget fun either.”
Firstly, two people can physically be within 5ft of each other in D&D, it’s just just that the (optional) grid-based combat system gives each person that 5ft squared space to represent room to swing a weapon and simplify. Yes, two people can dig a a 5ft wide hole together - I’m making that assertion. Which I think a lot of DMs would accept... especially since I, a commoner, have dug a hole with someone that close who was helping.
And on that note, with D&D rules for Proficiency, a commoner proficient with digging would get a +2, and since I said an expert, so sure Expertise would bring them to a +4, let’s be generous and say they also have a strength of 12 and so they get a +5. Therefore, we can have the DC for digging the pit in under two hours as 15 (passive & modifier) - the average between the three party members has got to match or surpass that. Again, feasible, let’s have some fun with this concept... please?
Kobolds are THE master trap builders, so they do this stuff all the time, have a look at their -2 to strength.
Another trap idea I had (/stole), involves a mountain goat path and boulders. I’d want 3x Shovel and a Ram, Portable. We dig grooves to move boulders (all together) to a precarious position to roll down the path and pile a bit of dirt in front of them to stop them going. Then dig a grove so that we can control where they will fall. When our victim comes, we will use the Ram to set the rocks going (+4 and advantage for the strength check).
I’ve just looked it up and essentially this is the “Rolling Sphere” Trap from the Sample Traps (https://www.dndbeyond.com/sources/basic-rules/running-the-game#SampleTraps) and it should do the following: “Whenever the sphere enters a creature's space or a creature enters its space while it's rolling, that creature must succeed on a DC 15 Dexterity saving throw or take 55 (10d10) bludgeoning damage and be knocked prone.“
Also, if I thought I could do this with just two spades, I could get 2g worth of oil and torches to then be sending flaming boulders down instead, it may not feasibly do anymore damage... but it’s certainly add to the fear factor.... oh fire.
Okay third trap idea. Tall cliff face (say 100ft.) being followed by enemies (2 hours behind), which the party and I have carefully climbed with Pitons and a few Rope, Hempen (50 feet)... but just leave the ropes there and hide... cut the ropes if they use them, or hide at the bottom, and set them on fire from the bottom.
Just because the trap has to be nonmagical doesn't mean that the preparation has to be nonmagical right? Mold earth is a thing.
Yeah, knock yourself out, but my reason behind making this thread is two-fold. First, to have some fun being creative. Second though, I’d like to inspire some people to take actions beyond simply Eldritch Blast and hit ‘em really hard - so I was aiming for cheap, accessible stuff that any party can do... I’d imagine few parties picked Mold Earth.
So strangely first level spells would be more accessible than some of the rarer pick Cantrips I’d imagine... like Create or Destroy Water which can be deadly with the right situation or planning. For example, a fifth level druid could in a few minutes, some rope and a bucket make a fake Well out of the two aforementioned spells and hide a dead body weighed down with stones at the bottom. Anyone drinking from it then dies or is debilitated by the following illness - that’s when you ambush them.
Make leg hold traps, spikes slanted down so when pulling leg up impales foot. Shallow pit trap on trail, not well hid, 2nd trap just beyond so if PC jumps or steps across falls in pit. Using stakes in pit so pit dorsnt have to be very deep. Foul/poison the stakes to cause disease and infection
Make leg hold traps, spikes slanted down so when pulling leg up impales foot. Shallow pit trap on trail, not well hid, 2nd trap just beyond so if PC jumps or steps across falls in pit. Using stakes in pit so pit dorsnt have to be very deep. Foul/poison the stakes to cause disease and infection
Ooooh ouch! Well done, yeah that’d be effective
Edit: I like your contribution as well Brain (below me, I'm just trying to not spam my own thread). Would be effective to impose Blinded just before an ambush - I actually think this would be a good DM trap to use and then not telling a blinded party where the enemies are until they can see properly again or pass a high DC hearing check... as they hail you with arrows from ranged.
How about a non-magical sneezing and choking / blindness trap . You'd set it up as a tripwire tension trap. The wire springing a sapling with a sack of fine sand and caltrops at head height. The caltrops being added for damage but also to ensure the sack ruptured properly on impact. The idea being whomever springs the trap would 1) hopefully be blinded from the sand 2)and/or be choking on the sand 3)possibly suffer damage from the face full of caltrops.
I didn't list materials because it would be well within the 10gp limit. It could also be set very quickly. The only snag is availability to sand, but dirt could be a substitute or if you're lucky maybe you could find a fire ant hill!
A quick and dirty trap we would use in a former career was to string wire or cord between stakes or trees about eight inches off the ground. In the heat of the moment it is very hard to see wire set up this way. You fall. You sometimes come down on one of the stakes. When you're in a real hurry it sucks.
Then in and amongst this you dig a shallow trench across the line of advance. You fill the trench with water. It gets muddy and you get wet and muddy crossing it. A little ways further you do the same thing; another trench filled with water. Then a little ways further you do the same thing again, except this time you pour a generous amount of oil on the water with the ability to set the oil alight. Now the opposition thinks this is just another water trench but it is not. They're getting tired of the tripping wire and water trenches and they're starting to have other distractions, such as the two archers you positioned to shoot into the trapped area. (note: all obstacles must be covered with fire or they are just distractions.)
Now that they are getting tired and in a bit of a hurry, you place the shallow pits filled with sharpened wooden stakes. You fill the shallow pits in with leaves and pine needles that provide no support to the foot. When a hurrying combatant steps in the pit he get's to audition for the National Olympic Hopping Team. And he gets to show off his hopping skills while the archers keep firing and there is more tripping wire ahead of him.
If he gets this far, with his buddies, you are of course on higher ground that he must ascend to close with and fight you. But you have assembled stacks of about ten logs restrained by a few stakes in the slope. As they begin their ascent, you pull the stakes and more fun ensues; roll for bludgeoning damage with disadvantage due to incessant archer fire.
It could happen that they get the message and give up, but if not, retreat by a covered and concealed route to the nearest tavern where you and your friends can enjoy some lager and try to emulate the expressions on their faces as they fell down dodging arrow fire while hopping on one foot but landing on a stout stake jutting up about eight inches from the ground. It could be that you may learn some new words during the experience.
I imagine this being used against a party by clever kobolds.
Item list: Some small burlap coin bags/purses (like...pocket-sized), some small rocks, nails. Optional: Burnt bones / some flint+steel
Ambush Area: Wooded area, pine straw/leaves on the ground.
Application: Put a small amount of rocks in bags, seal them. Take a nail, and press it into the center of the bag (flat side up) - not all the way through, you'll want an inch or two or nail sticking up. Just enough in so if you try to push it in, there is resistance/noise. Bury them randomly around clearing with the flat side of the nail just pushing up through the dirt.
Use: Unsuspecting targets walk (or are lead) into clearing. One of them takes a wrong step onto one of the nails. The weight of the target pushes the nail down further into the sack, either breaking some stones or just causing a sudden noise. Target would be aware of the sudden weird thing under their foot - like they just broke something that might be mechanical.
Obviously, nothing would happen. But, if this is used against the party (with human imaginations), they're going to assume that they just walked into a minefield. Now, they don't want to move or they might risk blowing up a mine...or stepping on another one. Kobold snipers or bandits now take the opportunity to start shooting at the party (who doesn't want to move), making them super easy targets to hit.
Force players to make sleight-of-hand checks (absurdly low, like DC 5) to check the trap under their foot or try to move "safely". They don't know it has an absurdly low DC - just keep saying: "Are you sure?" or "You really want to move your foot?" or "Last chance to change your mind..." before you let them roll.
Of course, any of them that are dumb or just absurdly brave can easily step off. Roll a random dice when they step off just to make them think there was a chance of something happening. Keep rolling whenever anyone in the party moves any distance in the minefield. The idea here is to mess with teams that tend to overthink/worry about everything.
Optional:Either in the 'minefield' or just outside of it, burn a nice circle then spread some bones/blood in the center of it. The idea being that some poor animal took a wrong step and exploded. Just to add to the 'illusion' of the 'trap' and add some anxiety to the group.
Optional 2: This is outside the spirit of this post, but you could have one or two of the 'mines' actually do something dangerous too. Like be filled with acid or alchemist fire.
Total Cost: Sack (1cp each), Pebbles (free) or vial (1gp each - for that extra *crunch* when the nail breaks in), Nails (I can't find official cost for a nail, but a piton is 5cp - a bit too big probably but could work).
To make a field with 50 of these traps (the cheap way) buried, it would cost 3gp. The expensive way, with glass vials inside (for the extra crunch) it would cost 53gp. Since these only need to be a couple inches in the dirt before being covered again, it would be super easy for four people to do this in under 2 hours.
i think you have to focus on the 'fun' for your trap. fun for who? if you're building extravagant traps with lots of extra features, i'd try to make it at least half-way believable and stay away from preposterous stuff or you're just going to frustrate players....otherwise you might as well just say 'well, you fall into this epic super-complicated trap and die with no way out...sorry bro'
example: the ball bearings...dig a hole and throw a bunch of bearings down there, then jump into the hole...see if those bearings do absolutely anything at all...even jump up and down on one leg with a blindfolded on and see if they even influence you to even maybe fall over...zero chance at all of that happening.
that's definitely not a rule, but just common sense even in a fantasy world (imo). extra features are great, but make them believable.
same with covering a pit full of burning oil with a tarp...not going to happen...plus it'll be seen from half a mile away and unless something grapples them and throws them in, or otherwise forces them into the pit, there's no chance of falling in. its no longer a trap or concealed...its just a hazard.
if you're doing homebrew traps, forget about the dice and damage...that comes last...first think about what your character would do if it was near the trap, notices it, springs it, and what you would say if it happened to you....because it still has to be fun. once they realize the extent of the trap, you don't want them rolling their eyes with a 'whatever'.
Now think about really old small towns that have mostly dirt roads. You'll see areas with boards across them since they tend to sink down and you trying to keep paths in fair shape.
so why couldn't you just lay down boards with many tiny holes and spikes in them, you step on the board, it goes down revealing the spikes. it might not do a lot of damage, but I'm sure 20 nails into a bare foot is gonna hurt
Ok this is a bit silly but there are 7200 seconds in 2 hours and 6 seconds per turn. That means 1200 rounds to dig a pit. Hire 2 magicians for a while 1200 * 6 = 7200 = max # of times your party can cast mold earth. Now you have a 36000 foot deep pit. Get some wood or similar substance from the surrounding area to make spikes for the bottom. Cast fly (several times probably) to get your party out of the hole and bam. You just made some poor fellows fall some 10 kilometers and depending on the location you might not have to make it so deep because you'd reach Earth's mantle or a different dimension where there would just be molten rock that'd kill them for sure.
Sprinkle (very)hot pepper dust behind you on the leaves of the plants that cross your path. (dust of sneezing and choking works better)( they used to use CS powder like this in Vietnam)
Or a trip wired bent branch with spikes tied to it. Watch the movie Rambo forest scene.
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Please share your thoughts and ingenuity, and also your aims (damage, inconvenience etc.)
My evil damaging trap (costs 9gp 8sp 6cp)
A 5ft square concealed pit that an ambushed victim is intended to fall into, but failing that, pushed into. According to Traps Revisited in Xanathar’s Guide, the spikes at the bottom should do 2d10 damage and the person should take 1d6 falling damage (10ft.) However then they are also in a flaming pit taking 5 fire damage every turn, and when they try to escape, all of their movement triggers checks from both the Ball Bearings and the Caltrops (which if they suffer too many points of damage from their movement is reduced to zero), not to mention the spikes down there.
Shopping List
Construction
Another idea I had whilst writing was to dig a 10ft. by 10ft. hole, that is 15ft. deep and then, using torches and an ideally placed nearby sewers or dungeon, lure a Gelatinous Cube into it (they are attracted to heat I believe)... However that would take much more prep time... and convenience .
Cool thread idea. I'm thinking about what I could come up with but I see some issues with your trap, mostly with time allotment. The first is digging that size pit in the time allowed. First, you wouldn't have 2 hours because you'd need time to get the spikes in, bearings, oil etc and string up the canvas. So say you could do that in 15 mins. 2 people digging that size hole in 1hr 45m is nutzo. I've unfortunately had to dig some pretty large holes by hand and I just don't see it being possible. You've also not considered where you would put the dirt. You would need a way to move the dirt away from the pit and distribute it in such a way that it wouldn't be a tip off that something has been done in the area (which will take time also). You'd need a wheelbarrow which I think would put you over budget, or if you're moving it by hand then you're even further over time. I think there may be an issue with the oiled canvas catching fire above a flaming pit also. Personally I'd modify it so a single torch near the bottom of the pit would be pulled out of the dirt wall by a string attached to the canvas so it lights up when someone falls in.
Nice modifications of a classic trap though! Hope you don't think I'm giving you a hard time :) Know it's all in good fun! I figure scrutinizing other peoples trap would be part of the thread :) I'll post a trap idea today and look forward to getting it torn apart!
That's what happens when you wear a helmet your whole life!
My house rules
Thank you, yes, I was intending to discuss feasibility... But let’s not forget fun either (I’m just one of those people that think the two aren’t mutually exclusive).
In answer to your critique about being able to dig out 5,5,10ft. of soil in two hours... I do actually think it is feasible. Apparently a professional grave digger can dig out a grave (comparable) in six hours, but they would still be a Commoner by D&D standards. Most four member parties in a D&D game have at-least one superhumanly strong person in it, which should make up for lack of expertise. Additionally, although I have budgeted for two shovels, I have actually put 3/4 party members on that part of the job so that they can rotate out (and because space would be limited. Finally, as you have said there is excess to get rid of (only a small amount would be used to cover the pit) but the fourth party member can help with that whilst the cloth is soaking in the oil.
-Three athletics checks with an average over a certain amount to get it done?
I get what you are saying about the torches, as it would get pretty hot inside that trap pretty quickly even with just a few torches in the bottom. Obviously Alchemist's Fire (flask) at the top hidden with the oil would be the elegant solution... but also way too expensive.
I don’t see how the torch falling would cause it to light... even if it was modified to essentially be an oversize match. A much simpler solution would be to throw a torch in afterwards or Candles, a Lamp (which would smash), or oil treated rope leading out of the trap to an awaiting party member who is ready to light it (which would have to be carefully disguised).
You reference a grave digger (literal expert at digging) being able to do it in 6 hours. Your heroes are not professional diggers, and would likely have to slow down to prevent the hole from caving in due to their lack of experience at pit making. The grave digger is by default skilled, which is why you didnt say 'a random guy could dig this in 6 hours' which is you acknowledging it takes some level of experience to be quick and to make it properly (which is true with any excavation). You wouldnt say 'the blacksmith makes a dagger in 2 hours, but hes basically a commoner, so the party can in 20 minutes!' Or 'the old woman knits a scarf in 20 minutes, as shes been doing it for years. But shes a commoner so the party can do it in 6 minutes without experience.'
As a party, only one person (by rules of dnd) can dig in that pit as it is 5' x 5', being 10' deep. It will take your character at least 6 hours likely (pretending as though everyone has proficiency with digging tools, which even in real life - as simple as they are - still requires moderate experience in digging to be twice as fast as a new worker) but maybe you will be generous and half that time. So 3 hours. At literal best. Better than a person who has expertise in digging, where your party does not. This dig would also (if youre being realistic, which i guess you might simply not be) require some basic int and wis checks to once again not cause cave-ins, which would bury your PC. Its literally the only flaw in your plan is digging the hole, without magic, in 2 hours. In 2 hours your hole would be at best 6.6 feet deep, 5x5. Giving no damage. Since your two hours is up youve set no caltrops, no spikes, no anything, so it does 0 damage.
I will say again, because otherwise this thread will die a death very quickly: “I was intending to discuss feasibility... But let’s not forget fun either.”
Firstly, two people can physically be within 5ft of each other in D&D, it’s just just that the (optional) grid-based combat system gives each person that 5ft squared space to represent room to swing a weapon and simplify. Yes, two people can dig a a 5ft wide hole together - I’m making that assertion. Which I think a lot of DMs would accept... especially since I, a commoner, have dug a hole with someone that close who was helping.
And on that note, with D&D rules for Proficiency, a commoner proficient with digging would get a +2, and since I said an expert, so sure Expertise would bring them to a +4, let’s be generous and say they also have a strength of 12 and so they get a +5. Therefore, we can have the DC for digging the pit in under two hours as 15 (passive & modifier) - the average between the three party members has got to match or surpass that. Again, feasible, let’s have some fun with this concept... please?
Kobolds are THE master trap builders, so they do this stuff all the time, have a look at their -2 to strength.
Another trap idea I had (/stole), involves a mountain goat path and boulders. I’d want 3x Shovel and a Ram, Portable. We dig grooves to move boulders (all together) to a precarious position to roll down the path and pile a bit of dirt in front of them to stop them going. Then dig a grove so that we can control where they will fall. When our victim comes, we will use the Ram to set the rocks going (+4 and advantage for the strength check).
I’ve just looked it up and essentially this is the “Rolling Sphere” Trap from the Sample Traps (https://www.dndbeyond.com/sources/basic-rules/running-the-game#SampleTraps) and it should do the following: “Whenever the sphere enters a creature's space or a creature enters its space while it's rolling, that creature must succeed on a DC 15 Dexterity saving throw or take 55 (10d10) bludgeoning damage and be knocked prone.“
Also, if I thought I could do this with just two spades, I could get 2g worth of oil and torches to then be sending flaming boulders down instead, it may not feasibly do anymore damage... but it’s certainly add to the fear factor.... oh fire.
Okay third trap idea. Tall cliff face (say 100ft.) being followed by enemies (2 hours behind), which the party and I have carefully climbed with Pitons and a few Rope, Hempen (50 feet)... but just leave the ropes there and hide... cut the ropes if they use them, or hide at the bottom, and set them on fire from the bottom.
Just because the trap has to be nonmagical doesn't mean that the preparation has to be nonmagical right? Mold earth is a thing.
Yeah, knock yourself out, but my reason behind making this thread is two-fold. First, to have some fun being creative. Second though, I’d like to inspire some people to take actions beyond simply Eldritch Blast and hit ‘em really hard - so I was aiming for cheap, accessible stuff that any party can do... I’d imagine few parties picked Mold Earth.
So strangely first level spells would be more accessible than some of the rarer pick Cantrips I’d imagine... like Create or Destroy Water which can be deadly with the right situation or planning. For example, a fifth level druid could in a few minutes, some rope and a bucket make a fake Well out of the two aforementioned spells and hide a dead body weighed down with stones at the bottom. Anyone drinking from it then dies or is debilitated by the following illness - that’s when you ambush them.
Make leg hold traps, spikes slanted down so when pulling leg up impales foot. Shallow pit trap on trail, not well hid, 2nd trap just beyond so if PC jumps or steps across falls in pit. Using stakes in pit so pit dorsnt have to be very deep. Foul/poison the stakes to cause disease and infection
Ooooh ouch! Well done, yeah that’d be effective
Edit: I like your contribution as well Brain (below me, I'm just trying to not spam my own thread). Would be effective to impose Blinded just before an ambush - I actually think this would be a good DM trap to use and then not telling a blinded party where the enemies are until they can see properly again or pass a high DC hearing check... as they hail you with arrows from ranged.
How about a non-magical sneezing and choking / blindness trap . You'd set it up as a tripwire tension trap. The wire springing a sapling with a sack of fine sand and caltrops at head height. The caltrops being added for damage but also to ensure the sack ruptured properly on impact. The idea being whomever springs the trap would 1) hopefully be blinded from the sand 2)and/or be choking on the sand 3)possibly suffer damage from the face full of caltrops.
I didn't list materials because it would be well within the 10gp limit. It could also be set very quickly. The only snag is availability to sand, but dirt could be a substitute or if you're lucky maybe you could find a fire ant hill!
That's what happens when you wear a helmet your whole life!
My house rules
A quick and dirty trap we would use in a former career was to string wire or cord between stakes or trees about eight inches off the ground. In the heat of the moment it is very hard to see wire set up this way. You fall. You sometimes come down on one of the stakes. When you're in a real hurry it sucks.
Then in and amongst this you dig a shallow trench across the line of advance. You fill the trench with water. It gets muddy and you get wet and muddy crossing it. A little ways further you do the same thing; another trench filled with water. Then a little ways further you do the same thing again, except this time you pour a generous amount of oil on the water with the ability to set the oil alight. Now the opposition thinks this is just another water trench but it is not. They're getting tired of the tripping wire and water trenches and they're starting to have other distractions, such as the two archers you positioned to shoot into the trapped area. (note: all obstacles must be covered with fire or they are just distractions.)
Now that they are getting tired and in a bit of a hurry, you place the shallow pits filled with sharpened wooden stakes. You fill the shallow pits in with leaves and pine needles that provide no support to the foot. When a hurrying combatant steps in the pit he get's to audition for the National Olympic Hopping Team. And he gets to show off his hopping skills while the archers keep firing and there is more tripping wire ahead of him.
If he gets this far, with his buddies, you are of course on higher ground that he must ascend to close with and fight you. But you have assembled stacks of about ten logs restrained by a few stakes in the slope. As they begin their ascent, you pull the stakes and more fun ensues; roll for bludgeoning damage with disadvantage due to incessant archer fire.
It could happen that they get the message and give up, but if not, retreat by a covered and concealed route to the nearest tavern where you and your friends can enjoy some lager and try to emulate the expressions on their faces as they fell down dodging arrow fire while hopping on one foot but landing on a stout stake jutting up about eight inches from the ground. It could be that you may learn some new words during the experience.
… Don't ever think the Ranger Class lacks punch
Cum catapultae proscriptae erunt tum soli proscript catapultas habebunt
Hahahahaha, nice! How long did it take to prep all of that... in game and out?
I imagine this being used against a party by clever kobolds.
Item list: Some small burlap coin bags/purses (like...pocket-sized), some small rocks, nails. Optional: Burnt bones / some flint+steel
Ambush Area: Wooded area, pine straw/leaves on the ground.
Application: Put a small amount of rocks in bags, seal them. Take a nail, and press it into the center of the bag (flat side up) - not all the way through, you'll want an inch or two or nail sticking up. Just enough in so if you try to push it in, there is resistance/noise. Bury them randomly around clearing with the flat side of the nail just pushing up through the dirt.
Use: Unsuspecting targets walk (or are lead) into clearing. One of them takes a wrong step onto one of the nails. The weight of the target pushes the nail down further into the sack, either breaking some stones or just causing a sudden noise. Target would be aware of the sudden weird thing under their foot - like they just broke something that might be mechanical.
Obviously, nothing would happen. But, if this is used against the party (with human imaginations), they're going to assume that they just walked into a minefield. Now, they don't want to move or they might risk blowing up a mine...or stepping on another one. Kobold snipers or bandits now take the opportunity to start shooting at the party (who doesn't want to move), making them super easy targets to hit.
Force players to make sleight-of-hand checks (absurdly low, like DC 5) to check the trap under their foot or try to move "safely". They don't know it has an absurdly low DC - just keep saying: "Are you sure?" or "You really want to move your foot?" or "Last chance to change your mind..." before you let them roll.
Of course, any of them that are dumb or just absurdly brave can easily step off. Roll a random dice when they step off just to make them think there was a chance of something happening. Keep rolling whenever anyone in the party moves any distance in the minefield. The idea here is to mess with teams that tend to overthink/worry about everything.
Optional: Either in the 'minefield' or just outside of it, burn a nice circle then spread some bones/blood in the center of it. The idea being that some poor animal took a wrong step and exploded. Just to add to the 'illusion' of the 'trap' and add some anxiety to the group.
Optional 2: This is outside the spirit of this post, but you could have one or two of the 'mines' actually do something dangerous too. Like be filled with acid or alchemist fire.
Total Cost: Sack (1cp each), Pebbles (free) or vial (1gp each - for that extra *crunch* when the nail breaks in), Nails (I can't find official cost for a nail, but a piton is 5cp - a bit too big probably but could work).
To make a field with 50 of these traps (the cheap way) buried, it would cost 3gp. The expensive way, with glass vials inside (for the extra crunch) it would cost 53gp. Since these only need to be a couple inches in the dirt before being covered again, it would be super easy for four people to do this in under 2 hours.
i think you have to focus on the 'fun' for your trap. fun for who? if you're building extravagant traps with lots of extra features, i'd try to make it at least half-way believable and stay away from preposterous stuff or you're just going to frustrate players....otherwise you might as well just say 'well, you fall into this epic super-complicated trap and die with no way out...sorry bro'
example: the ball bearings...dig a hole and throw a bunch of bearings down there, then jump into the hole...see if those bearings do absolutely anything at all...even jump up and down on one leg with a blindfolded on and see if they even influence you to even maybe fall over...zero chance at all of that happening.
that's definitely not a rule, but just common sense even in a fantasy world (imo). extra features are great, but make them believable.
same with covering a pit full of burning oil with a tarp...not going to happen...plus it'll be seen from half a mile away and unless something grapples them and throws them in, or otherwise forces them into the pit, there's no chance of falling in. its no longer a trap or concealed...its just a hazard.
if you're doing homebrew traps, forget about the dice and damage...that comes last...first think about what your character would do if it was near the trap, notices it, springs it, and what you would say if it happened to you....because it still has to be fun. once they realize the extent of the trap, you don't want them rolling their eyes with a 'whatever'.
but anyway...add a hunting trap. https://thevietnamwar.info/punji-sticks/
Guide to the Five Factions (PWYW)
Deck of Decks
Somebody mentioned a time constraint for digging. Mold earth makes that a 6 second solution
Now think about really old small towns that have mostly dirt roads. You'll see areas with boards across them since they tend to sink down and you trying to keep paths in fair shape.
so why couldn't you just lay down boards with many tiny holes and spikes in them, you step on the board, it goes down revealing the spikes. it might not do a lot of damage, but I'm sure 20 nails into a bare foot is gonna hurt
punji sticks
ball of mud
Bamboo held back by tripwire
Kill
Ok this is a bit silly but there are 7200 seconds in 2 hours and 6 seconds per turn. That means 1200 rounds to dig a pit. Hire 2 magicians for a while 1200 * 6 = 7200 = max # of times your party can cast mold earth. Now you have a 36000 foot deep pit. Get some wood or similar substance from the surrounding area to make spikes for the bottom. Cast fly (several times probably) to get your party out of the hole and bam. You just made some poor fellows fall some 10 kilometers and depending on the location you might not have to make it so deep because you'd reach Earth's mantle or a different dimension where there would just be molten rock that'd kill them for sure.
[roll]7d6[/roll]
Every post these dice roll increasing my chances of winning the yahtzee thread (I wish (wait not the twist the wish threa-!))
Drummer Generated Title
After having been invited to include both here, I now combine the "PM me CHEESE 🧀 and tomato into PM me "PIZZA🍕"
Sprinkle (very)hot pepper dust behind you on the leaves of the plants that cross your path. (dust of sneezing and choking works better)( they used to use CS powder like this in Vietnam)
Or a trip wired bent branch with spikes tied to it. Watch the movie Rambo forest scene.