#Traps, Dungeon Traps and Hunting Traps

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regal flare
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Share your trap designs!

regal flare
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Put a flint golem in a very flammable room, if the golem is hit with a metal weapon d6 (3-6) ignite. Can do the same with a door made so if someone tries to pick it it ignites. Or a door which when opened or closed ignites.

trail sphinx
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it's just a door slightly ajar. on the top of the door a glass with a pearl from a necklace of fireballs is haphazardly balanced. dex save to not get blown to smithereens by the fireball and secondary explosion from the room exploding

regal flare
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Just a large hole in the floor with a rope hanging from the roof to swing from. The rope is made to fall into the hole if more than 100 lbs of weight hang from it.

trail sphinx
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a door where if you open the door the wrong way you walk out the same way you entered

regal flare
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Staircase that turns into a slippery slope leading into a spike wall

trail sphinx
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A giant-sized mousetrap that's just a distraction from the poorly hidden punji pit

regal flare
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A section of tunnel which dips down causing heavier gasses to accumulate, known as a gas trap or dead air space. Bonus points if you put enemies who dont need to breathe in the tunnel as well

regal flare
verbal isle
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so evil

regal flare
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Why are you in my dungeon

regal flare
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Non-magical limited proximity sensors can be made by using strong magnets; if a creature carrying X amount of ferrous metal or an object made of ferrous metal of X size passes in front, underneath, or in the general vicinity, it will trigger the trap.
-# I’ve used this in the past and players had no idea what was triggering it. Even better some players didnt trigger it at all, making them think they were going crazy.

floral linden
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Works best in a teleport maze style dungeon, but it's just an uncovered spike pit in the middle of the room. In the pit, around the rim of the spikes is a circle of teleportation with the destination set to 15ft directly above the spike pit. The obvious "exit" to the room is a circle of teleportation with the same destination (15ft directly above the spike pit). The actual exit is behind an illusory wall in a corner of the room. GM's choice as to the save that the player can try to make to escape the spike pit loop but I'm partial to Dex if no other players think of a way to intervene.