You are on page 1of 6

room causes the crystal turn to face the

Fifty-eight of the most deadly traps for your intruders, revealing that it is actually an eye of
players to fall for! some sort, containing a pupil that darts rapidly
between the intruders and the spirit. The spirit
1. A pit trap opens up beneath a character. At the immediately begins cajoling the crystal eye
bottom of the bit they are falling into is a into destroying the intruders, talking to it as
button that drops a stone block on top of though it were a child in need of guidance.
them, covering the hole and smashing the After a few seconds of apparent listening, the
character. eye completely focuses on the spirit and pillars
2. A lever with a sign that says “Pull to open” of rock begin to rapidly erupt from the room’s
next to a locked door with an extremely poorly surfaces at points near the intruders. The
hid trap door right under the entrance. Pulling pillars, while initially inaccurate, begin homing
the lever surprisingly opens the door. If you in on the intruders more and more the longer
touch the door without pulling the lever, the they stay still, and do 5d10 bludgeoning
trap door opens. damage on a hit. The key to escaping the room
3. A series of regal-looking interconnected is the crystal eye in the center of the room,
hallways are dimly lit with magical torches which is being told by the spirit to kill the
suspended in sconces. The entrance that the intruders. By being more persuasive than the
intruders come through suddenly closes itself spirit, intruders can convince the eye to stop
off, and the intruders sit in silence for a few its onslaught and eventually target the spirit
seconds. Looking down one of the other instead, which will disperse after being hit
hallways reveals a slowly encroaching patch of multiple times with pillars of rock. The eye is
darkness that snuffs out the torches as it very childlike in its considerations and will lose
makes its way forward, which relight focus if the intruders fail to convince it or
themselves when intruders approach them begin to act too impatient. Simplistic
while the darkness is not nearby. The intruders approaches work well, and the eye responds
must search the various corridors while positively to constructive encouragement
simultaneously avoiding the patch of darkness, when it targets the intruders (That was some
which envelops and leaves no trace of very good aiming, I could feel the wind rush by
anything that enters it. Any attempts to do me! Next time though, try to aim towards the
combat with the darkness prove ineffectual, as mean spirit instead, OK?). Once the spirit is
anything that enters vanishes, never to be destroyed, a gentle suggestion that the eye
seen again. The darkness is semi-sentient, and create an exit will convince it to pull a slab of
the intruders can interact with it by trying to rock away from a wall and reveal a passage to
hide from it or get it to follow them. The key to outside the room.
escaping the hallways lies with the magic 5. Walking through an area with “Dormant hives
torches in the two impressively decorated of bees,” there is a queen bee figurine with a
sconces that the darkness can’t seem to pass stinger shaped like a key in a glass jar at the
by. By removing one of the special torches and opening of a room. The jar acts as a seal to
carrying it with them, an intruder can hold off keep the pheromones of the queen away from
the darkness or even push it back. However, the rest of her hive. Once removed from the
confronting it for too long will begin to dim the jar to unlock a mysterious key hole, the once
torch until it eventually snuffs out, forcing the dormant hives awaken to attack whomsoever
holder to escape the darkness in order for the holds “their queen.”
torch to relight. When the special torches 6. A nearly invisible gelatinous cube encloses an
approach the darkness from both sides of a entire section of a hallway/corridor. Requires
hallway, it condenses and eventually fades, strong perception check to even see. Will
leaving a shadowy door to the outside where immediately begin digesting any adventurers
the last of it vanished. who walk into it, tinging the clear jelly a slight
4. A roughly cut gemstone hovers ominously over pink color.
a crude alter in a cavernlike room while a 7. A hallway with what appear to be dart traps, or
malicious spirit floats up around the ceiling falling spike traps, or fire. There are several
and out of sight. New entities entering the different hallways in a succession of 3 (so
imagine three hallways one after the other well made). They’re lined up along the walls of
with different traps, with a small room the hallway 5 on each side. If any of the armor
between each that could hold 4-6 people. Each or weapons are touched. Every single set of
hallway starts with 2 statues. The first hallway armor will come alive equipping the weapons
deactivates the traps by grasping one of the they had, attacking the closest target
hands and turning it down. Once the next immediately. The doors will also be slammed
hallway both statues have hands that turn, and shut, slamming into anything in it’s way. The
one activates the traps just cleared while the doors will only unlock if the sets of armor have
other deactivates the ones ahead (but both been killed.
can’t happen so if the try to deactivate the 12. You enter a dungeon with an open pit in the
traps ahead it will still be active). And finally middle of the floor, runes that you can’t
the last hallway will deactivate the traps but decipher are around the hole. As you approach
the floor is pressure sensitive. Illustrate this by you can hear the cries of a small child, and
having the party see the hand start to turn when you look into the pit you can see a
back when a member starts to walk across. human child covered in dirty rags. You’re able
Essentially the first two hallways punish groups to get the child out, but they say they can’t
that don’t follow right behind the rogue and cross the runes and you’ll have to lift them up
send him forward to handle traps, while the and over them. When you do, the child
last hallway punishes players who just follow (vampire) tries to feed from you, dealing
right behind the rogue, and are afraid to make piercing damage.
any distance. 13. You come to the end of a hallway with three
8. A map is found on a skeleton wrapped around doors, each with a word in Common written on
an old skeleton key. The map shows traps, but them. The first door has Community, the
all the information is either half right or all second door has Feast, and the third door has
wrong. The key is able to open any door in the Companion. If you open the first door a swarm
dungeon, but attracts any undead within 10 of cranium rats will descend upon you, alerting
miles. Take a hint, maybe the dead guy with you to a mindflayers’ presence. If you open the
the map and key died for a reason. second door three Spawn of Kyuss embrace
9. When trying to open a door they have to pass you. If you open the third door, two Shadow
a DC x wisdom saving throw to open it. Mastiffs lunge at you.
Otherwise they feel compelled to ‘open’ the 14. A trap that is very kobold related, but could
next nearest thing. Causing them to attack the work for other creatures is this… Walking along
closest person for y rounds. a cliff either in a mountain/volcano or on it, a
10. A secret door that leads into a closet-sized party member hits a pressure pad beneath
chamber whose walls and door are very thick. some rubble, or dirt (depends on the
Detect magic will reveal a faint aura where the environment). A harpoon shoots out and gets
walls meet the ceiling. If any character steps the member in the leg. A kobold who was
entirely inside and the door is not blocked, the waiting kicks a weight attached to a chain out
door will shut and meld into the stone of the and it drags the member down the side of the
wall. There is a barrier of inch-thick cliff to about 20ft above the next level
adamantium within the stone of the (assuming they don’t pass a strength check at
walls/floor/ceiling: this must be dealt with in disadvantage). The ambush comes and there
addition to two feet of stone. The character are kobolds on the lower level trying to reach
inside the chamber will begin to suffocate after the member while the party is ambushed and
one hour and takes one level of exhaustion distracted. They will have to decide who is
after each additional hour. saving their friend and who is fighting, while
11. Walking down a hallway, the party passes the member is dangling and until he gets
through a large set of wooden reinforced himself right side up is at a disadvantage to all
doors. Beyond these doors is another hallway attacks. The weight unless removed from the
about 50ft long. In this hallway, there are 10 chain is going to disadvantage his climb (and
large sets of full steel armor with varying the pain from a hook in his leg will make the
weapons from daggers, long swords, flails, climb a bit more difficult too). For ideas on
whips, mauls, glaives etc (all of which are very
how the chain looks, think of a fishing hook 22. A long, narrow corridor that slants downward
with a weight on it. slightly. A large reservoir of quicksilver lies to
15. Two animate armors standing across from your south. Outrun the stream to avoid getting
each other in a small room inviting the impaled.
characters to play racquetball with a sphere of 23. A stairway that has a closing metal door at the
annihilation which the armor can catch. top and bottom. The top door is a false door
16. A door that opens into a short hall, behind the and behind it lies a natural flow of lava. When
door is a poorly hidden log tied to the ceiling, the top 3 stairs detect any pressure, the top
but opening the door didn’t cause it to swing, door has panels that open and let in the lava.
must be a dud. Touching the door on the other The bottom door is locked, and panels in the
side causes the stone slab that was the floor to floor at the bottom of the stairs open only
slide into the wall, causing the player to fall after the entire hallway has filled with lava and
into a pit of brambles, and the false log trap the top door panels close again.
detaches and falls on top of them. Can be 24. A well with a rope or chain that hangs to the
solved by throwing a rock at the door on the bottom. There is a grate about 100′ down that
other side, the log will fall and create a safe goes nowhere. The walls of the well have small
bridge across the brambles. holes all along its length, possibly from
17. A cannon with a spear inside, readilly aimed, climbing pitons. Once a certain amount of
capable of changing its target. It has been set weight is applied to the rope (equivalent to
to trigger on any new magic being cast (If it two or three party members) a gelatinous cube
was cast before entering its range then it is poured from its cell behind the stones in the
won’t trigger it). wall, and seeps through the walls into the well
18. A pitfall trap drops the poor adventurer into a above the players. The gelatinous cube
gelatinous cube. Said block of evil Jelly also has paralyzes creatures when they touch it and fail
animated swords in it that will blend the a save. The cube happily slides down the well
adventurer. Alternatively, there’s a normal and consumes its prey until all organic material
floor trap, but disabling it drops the cube full is digested, then it seeps through the grate at
of swords onto the adventurer from the the bottom and it collected and replaced in its
ceiling. cell behind the stonework.
19. A room with a large spiky chandelier covering 25. A treasure chest in a 10′ square pit. The entire
pretty much the entire ceiling and nothing on pit is clean and smooth stone, making it
the floor or walls. Once the trap is triggered, difficult to climb. If weight is added to the floor
gravity inverts in the room, dropping the of the pit (set to the weight of one or more
occupants up into the spike trap chandelier. humanoid adventurers) the pit and 1 foot of
Afterwards, gravity returns to normal and the pit walls is shot upward to the ceiling
drops them back down the room into the cutting off all means of escape. The walls then
ground, followed shortly thereafter by the close in and collapse all humanoids unless they
Impaldelier. pile on top of the chest, which is not crushed.
20. A large square room, a small maze-like The treasure chest is a mimic but is magically
pathway in between pressure plates is on the paralyzed until the walls fully collapse inward,
the floor and leads to the other size. If a at which point he mimic is released from its
pressure plate is stepped on, a giant cube spell and the trap resets in 1d4 days.
slime falls from above filling the whole room. 26. A shield guardian with a stored spell of
Players must take 1d4 acid damage every turn invisibility blocks a hallway or doorway and
of the slime until they escape. goes invisible before adventurers can see it.
21. In a narrow hallway, you have a part of the The Guardian body blocks the path and
floor that folds down when to much weight is ambushes the first adventurer to bump into it.
put on and springs back to its normal position 27. A pitfall into a pond of ooze. As the adventures
once the weight has been dropped. This move around the pond seems to start moving
obviously leads to a pit, but in the pit is of it’s own accord and slowly drags anything
nothing. It simply drops you 50ft leaving you in on it’s surface into it’s depths.
like a 20ft square room that’s 50ft high. 28. A pitfall into with a pool of flammable oil. The
victims can climb out of the pool into a long
corridor leading back to where they where. attached to the pit trap’s trigger, will show up
Along the way are magical swinging candles, with lit torches. And one of them will start
mini flamethrowers, and minor fire combat by throwing a torch into the pit –
elementals. igniting the pitch!
29. A seemingly normal abandoned bathroom. 36. Oil floats on water: You all know the scene. In
There is a tripwire coming out of one of the the middle of the vast dungeon is a lake. At
stalls, that tightly seals the only door. Then, one edge of the lake is a boat. The heroes have
contaminated water starts coming out of the to pile into the boat and row across the lake to
toilets. The adventurers must break the door the next section of the dungeon. Well, this
to escape, and if they touch the water, they particular lake is guarded by kobolds with
get sick. spyglasses. And a few barrels full of lamp oil.
30. A bedroom with enough beds for the party to And a torch. Be sure to wait until the party is
sleep on. There are pressure plates under the most of the way across the lake before the
mattresses, that open small holes in the walls. kobolds start pouring lamp oil on the water.
Slowly but surely, a neurotoxin starts coming 37. Kobolds are light, and armor is heavy: A well
out of the holes, and seamlessly fills the room, prepared Kobold always has an escape route.
while the adventurers sleep. And his escape route is generally one only a
31. A rickety wooden bridge over a big dark pit, Kobold can use. While most Kobolds choose to
with snakes on the bottom. There is a hole on make tight passages that only a Tiny creature
one of the side walls (requiring a passive can squeeze into (thanks to their ability to fit
perception check to notice). The bridge itself is into unlikely places), some rely on the fact that
relatively safe, but there is a thin tripwire their pursuers are generally heavier, and in
halfway through it, that activates the hole, larger numbers, than themselves. Choose a
making it spill out a line of fire over the end of corridor, and undermine it (dig a tunnel under
the bridge. the floor, but with too little material acting as
32. A wall with three stone doors. There is a paper floor/ceiling). Leave it just enough strength to
on it, saying that two of the doors lead to a handle the weight of a Kobold or two. Fill the
treasure, while another kills whoever is passing corridor below with something nasty, and have
through. Going through those doors is not it lead somewhere nasty. As a finishing touch,
necessary for the adventure. If a player make sure there’s a collapsing ceiling in the
decides to try their luck, roll a d6 to see what upper tunnel as well to ensure that the heroes
happens. can’t climb back out after you.
33. A treasure room, filled with open and empty 38. Gold melts at a surprisingly low temperature:
chests. There is only one closed container. If Did you know that you can melt gold in a
the adventurers loot it, the trap is deactivated. candle flame? It would probably take about an
If they try to leave without touching it, a loud hour to do so from room temperature, but you
sound is heard, waking up all of the mimics. can. More importantly, if you keep your gold
34. The adventurers must go through a door. coins at a hot enough temperature, they’ll
There is a paper on it, with the words: “Be melt very quickly if exposed to a very potent
polite”, and a happy face. The door leads to an heat source – like say they might melt within
abandoned workshop, filled with statues and seconds if they were doused in lamp oil and lit.
gargoyles. They have to shake the hands of This is an interesting thing to note if your
every gargoyle before leaving the room, chosen method of storing gold coins is in a
otherwise they will attack the party. wire-mesh cage attached to the ceiling.
35. This is a standard pit-trap with a twist. At the Especially if such a cage is kept at very high
bottom of the pit, and for ten feet up the temperature, and is trapped with various kinds
walls, everything is coated in pitch. Pitch may of flame traps (flame traps that trigger onto
be sticky, but in quantity it also acts like any the gold). Unfortunately, while the
other oil-based liquid – a lubricant. Climbing temperature might be relatively high
up a rope becomes extremely unlikely for compared to the meltin point of most metal,
whoever fell down the hole. But that’s not the it’s still more than enough to cook any flesh it
worst bit. A couple of rounds after the pit trap comes in contact with (and STICK to that flesh,
is activated, the Kobolds, warned by a bell as molten metal tends to, causing the WORST
sort of burns). And of course, the easiest way it disappears in a puff of smoke about halfway
to get at the gold itself is from directly below through.
it. Be sure to note to the party how hot it is in 44. A long maze of gooey yellow sponge passages
the room with the gold while they’re standing just large enough for one person to crawl
under it. If they’re clever enough to figure out through. The maze starts to shrink and harden
the trap beforehand, hopefully they’re also if players take too long to get through.
clever enough to notice the hidden drains in 45. A long hallway of absolute darkness. If the
the floor before all that molten gold runs (very, adventurers try to bring light to it the darkness
very quickly) down those drains. itself lashes out at the party.
39. At the end of a hallway is a fake door. When 46. They enter a room, and there are five doors.
the doorknob is turned, a latch is released, and They are labeled 1, 2, 4, 5, 6. There is no door
the spring mounted door flies out at whoever #3.
opened the door. Since the door takes up most 47. A long, dimly-lit hallway. Candles light the way,
of the hallway, there is no chance to dodge it and occasionally there are wisps of wind.
at all. The person who attempted to open the Occasionally have a player step on a block that
door takes 2d6 points of damage, and anyone depresses a little, and tell them a puff of air
standing within 5 feet of the door will take 1d6 just shot out of the block on the wall to their
points of damage. immediate left or right.
40. Anyone weighing more than 150 lbs. will cause 48. A seemingly wooden door that says “Knock”.
a lid to a pit to open. The pit is 25 feet deep. Knock on the door to enter. ALTERNATIVELY: a
41. The character steps into the trap and the gem seemingly wooden door, badly worn; it seems
eyes from a roomful of statues shoots rays at as if it could just be destroyed. Players can see
him. The PC is zapped and appears to be the other side, in fact. Catch? Nobody but the
disintegrated. A skeleton appears in his place. weakest among any group that approaches it,
It’s important that the PC’s don’t get a chance can open it. It cannot be destroyed by
to detect this trap or they’ll quickly find a anything.
solution (Search DC30). The character is 49. A badly written sign in [the language of
teleported to a sealed tomb filled with the whatever people made the dungeon] that says
skeletons of various victims. A black pudding, “beware”; the area is somewhat stinky. It leads
CR equal to the party, attempts to engulf the to a small hallway with another likewise-
teleported PC and turn him into a skeleton made/written sign that says “turn back”. It’s
with its acid. When the trap goes off, one of getting smellier now, and much more damp. If
these skeletons is instantly teleported to the party continues, they find themselves at
where the PC was standing, making it appear the bottom of the underground shithouse.
like he was disintegrated. Make a Search DC 25 Bonus: if they made it this far, and if they get
to notice the skeleton (pile of bones) is not the clever and can’t smell anything and want to
same makeup as the PC (DC 20 if the size risk being a social pariah for the next several
category of the PC is one larger or smaller than days, they can climb the spout to the room(s)
medium). After six teleportations, the “living” connected, above.
victims (or their remains) are teleported back 50. Magic runes that activate when a character
to the trap area. Defeat the trap by moving steps into and area, casting floor of ice. To
statues into the area so they can be move characters must roll dexterity or fall
teleported, eventually sending out “victims.” probe and take damage.
42. A room of freezing ice orbs that stick to the 51. While travelling along a path towards a
skin and slow the characters down popular location or city, the PCs hear a voice so
significantly. Add monsters/other challenges to soothing and enchanting that they are
taste. compelled to move towards it. On failing a DC
43. A long passage of murky, depthless water. Two 15 Wisdom check, they walk towards the voice
boats are tied up at the entrance- one that which leads to a hag nest. The voice emanates
looks rickety and has a little water in the from one of the hags. On a successful check,
bottom, and one that is new looking, gilded on PCs can still hear the voice but are able to clear
the edges and looks really watertight. Turns their minds long enough to break free from the
out the “new” boat is actually an illusion, and
hold of the song. Lots of footprints are seen
going in that direction.
52. A flameskull is slightly buried underneath some
dirt. The soil around it has been disturbed. As a
player (or two) steps closer, they fall through
the soil into the gelatinous cube below, and
the flameskull rises striaight into the air.
53. While travelling to a popular location or city on
a path that is obscured (such as forest or cave),
the party hears cries of help from a woman.
These cries emanate from a hidden kenku
group that ambush the party when they
approach the voice.
54. A stone bridge over a section of an otherwise
normal river, the “water” under which is
actually a grouping of gelatinous cubes in wait
to surround any passers, running water hiding
their already transparent bodies.
55. A literal CATapult, triggered by a wire. If
activated, a Cat is flung at the PC who
triggered the trap. This cat will get an attack of
opportunity with its claws while being flung,
and will enter combat with the party
afterwards.
56. A ceiling trapdoor opens letting out a swarm of
poisonous snakes as well as a giant poisonous
snake.
57. Three chests sit in a room. A sign on the wall
reads “DANGER! MIMIC!” There is no mimic,
but there is a rug of smothering under each
chest.
58. An animated armor using a flying sword. After
the armor is defeated, the sword begins to
fight.

You might also like