Traps

This page contains some traps that people have e-mailed me and some that I've collected in internet. If you have any trap, e-mail me.


Medusa Panorama

A room contains several panorama boxes with scenes inside of knights, dragons, etc. In order to seethe scenes, the character's need to look through two glass peepholes. The panoramas can contain clues to help them in the dungeon. However, one of the boxes contains a severed and preserved medusa head. When the unsuspecting character looks into the peekholes, the medusa is set to look out the peepholes-causing the character to automatically meet the gaze. Time for a saving throw! Tell the victim secretly what he saw so the other players have no clue. The other players just see their companion look into the box and turn to stone.


Flour Floor

The floor of a room is two feet below the level of the doors. Filling that space is flour, packed fairly tightly. As the party moves about, flour gets kicked up and floats about. The effect increases as movement increases. (1) Visibility is shot. (2) There is a small chance of a PC suffocating (asthma?) (3) Any large amount of airbone particulate is flamable (as in grain elevators). If the party has any source of flame (torch, lantern, pipe), the air will ignite in an explosion that makes Fireballs look like matches.


Gelataneous Cube Hall

An area of the dungeon is sealed off and a gelataneous cube roams the hall. The hall is dimly lit (if lit at all), making the cube nearly invisible. As the characters enter the room and proceed down the hall-an illusion starts behind them of hundreds of poisonous snakes (or whatever) pouring out of a trap door in the ceiling and coming in their direction. The players hightail it away from the snakes, only to splat into the gelataneous cube, who almost surrely has surprised them.


The Graveyard

Picture a group of shaken characters who are forced to go into graveyard. The graveyard has a high wall all the way around and it seems like there's no way out. The characters haven't slept in two days and they need to rest, they walk up to a moseleum and as they reach the entrance they hear a scream that makes them turn around. Bodies start rising from their graves and the characters have nowhere to run.

Now of course you could add in plenty of things to this, like dense fog or maybe someone getting pulled into a grave which would be very effective in scaring the hell out of beginers.

From: David Lovereen
azzalin@juno.com


A room lined with statues of archers, they shot magic arrows that hit any armor class, they do not miss, unless they can move silently across the room, i have had people die trying to run across that room, the best respose was a fighter who took the door off the hinges and carried it in front of himself.

An anti gravity room with a net on the floor there are old sighns of a srtuggle in the room when a person enters the net wraps around them and they fall to the ceiling, the net continually closses until it cuts the pc up then the remains fall back to the floor.

A cavern of unknown depth with areas pcs have to jump to to get across, if they fall ahhhhhhhhhhh forever.

A trap door that opens into a room the floor closes over there head and starts to fill with sand there are 2 levers in holes in the walls if the person pulls the wrong one they are trapped in the room. (for those wondering thieves)

In the woods a falling/ swinging tree trunk those pcs jumping aside fall into other trapps.

Another twist is a room that trapps pcs and a doppelganger takes their place.

From: Pete
afamily@coastalnet.com


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