Courtesy of /tg/.
My dungeons typically end with a boss designed to kill my players, to whom I severely underloot. Its really a wonder how they got this far.
One dungeon, I replaced the boss with a trap designed the murder them. It was funny, really - didn't get a single one of the bastards, though.
The hallway was filled with rotating blades, and the hallways crushed completely, forever. The room has a set of timed falls set in such a way that if you were in the middle, you could only jump into another, or be crushed completely. The pedestal with the hilariously empty chest was locked away in a room with no door, as the rest of the room had collapsed, and began to fill with water.
This is after roughly seventeen heavily poisoned arrow traps went off, dealing severe con damage, and a poisoned scythe cut through the entire room.
I almost got them this time, too
--
good old instant karma room (shamelesly stolen from Red Dwarf)
basically, anything bad you try to do to anything else, happens to you instead. try and set the furniture on fire? nothing happens to it, but all of a sudden your shoes are burning. hit someone with a club? you get knocked out, they're fine. Stuff like that.
Throw in a big, mean, sleeping monster that's also affected by the room. The only way past is to not bother it (never gonna happen) or to wake it up and never attack it, let it kill itself
--
Barely visible (or also enchanted to be invisible, if you want) spiderwire garottes, nooses, tripwires to stumble into.
--
A room full of strangely decorated tiles. Whenever the PCs throw rocks or whatever at them, a mysterious force throws them back.
--
These gave me an idea: a dungeon full of traps that have already been set off, so are harmless.
Combine this with either one minor trap at the entrance, so they're paranoid, or one big trap at the end, so they're unprepared.
--
A pedastle before a dorway with a wicked looking large mask over it. The doorway is large and runed and glowing, and the eyes of the mask thing glow as well.
The pedastle says "What is the source of Happiness? Stand before the path and and anwser. Those who speak truley shall pass into the ______(name)"
Left in a scroll on the pedastle is a bunch of notes from previous adventures with ideas and suggestions (none of which have worked). They detail that the eyes will glow if you anwser wrong and try to fry you. Skeletons litter the area before the mask.
Well anyhow, this doorway isn't sealed. There is no right anwser. All that happens is that speaking tells the trap there's someone to shoot at. You can walk by it.
--
book trap: floor snaps up like closing a book. Add spikes for that classic flavor of death.
--
Actually now I'm imagining a whole fake town built as an elaborate trap-hell leading to a castle built centuries ago by an absolutely insane lord. Every little thing could potentially be a death trap. Benches snap up like venus fly traps, houses full of things like drawers that launch knives out at whomever opened them, or just the drawers themselves get fired out.
Outside is no safer, with streets full of pit-traps, trip-wires, and magical traps. Don't even think about the sewers oh god just don't. In the end the best way to get to the castle if through the tavern, which while horribly trapped actually has a maintenance access tunnel which runs under the city, giving the party a view of what sort of twisted work was going into this insane freaking place. Hints can be left via the various dead the adventurers find about the place as to where to find the tavern or why they'd want to find it.
--
A large pit trap, that wasn't reset.
When they try to jump over it, they find out that the floor directly after the pit trap is on a counter-balanced hinge - ie if you jump onto the square right after the pit trap, it tips backwards and dumps you in. 10ft after the 10ft trap is the hinge. When it tilts up, the 10ft ceileing is completly blocked and the trap is set in that position.
--
A trap flings rotting meat, slowly, at whomever activated the trap. It's easy to dodge, so they do. Meat flies past PC into a pit or something, rousing the horror sleeping below...
--
After meandering through a labyrinth of traps and ambushes in a thieves guild, my part stumbled upon an empty room. It was completely empty.
The Perception checks begin to fly all over the place. They're freaking out, tossing rocks into the room, poking the ceiling with a 10 ft. long pole, trying to detect magic, etc. After the rogue gets a particularly high Perception check, I point out that there's a hairline crack in the wall.
Without so much as skipping a beat, the goliath warden charges headfirst into the crack, slamming his body into it. He beats the tar out of himself and manages to "widen the crack ever so slightly."
In reality, there really was nothing there. The game was moved up a few days on me, and much of the dungeon wasn't finished, so I planned to kill some time but seeing how far this could go. The players nearly killed themselves making noise and slamming spells and weapons into nothing, causing more people to examine the source of the clamor.
After about 20 minutes, the sorcerer looked up at me, seeing my smirk for the first time. "That's the most evil trap tonight."
--
DM: Rocks fall from the ceiling. Roll reflex.
Wizard: Got a 5.
Rogue: I got a 26!
DM: K, wizard, you see the rocks fade away right before they hit. You also see the rogue diving headfirst into a pool of acid.
--
a 10x10 room with a metal grate flooring
the doors lock and slowly a platform under the grate rises... with a gelatinous cube sitting on it
--
A mummy's curse makes the PCs two-dimensional, forcing them to navigate the previously ignored murals on the dungeon walls from the first part of the adventure.
--
Perfect timing for this thread, I was just in the middle of cooking up a variety of low-tech traps to confound my players when they attempt to assault a fortress next game.
It's a rare-magic game, so I'm going for simple yet effective. So far I've got:
* classic foot traps, with poisoned and barbed spikes underneath collapsible sections of floor
* simple closing gates that trap the PCs in a particularly dangerous section of corridor, with spearmen ready to attack them through slits in the walls. Also, murder holes in the ceiling, from where the setting's equivalent of Greek fire can be poured down.
* if one of the PCs manages to dive under the closing gates in the nick of time, a pit trap awaits right on the other side, containing a hungry tiger
* deadfalls of all sorts, including varieties of the classic swinging log trap
* false stairs leading to the "uppermost" level, where the PCs will likely assume the leader to be hiding
* ordinary stairs, but strategically placed to slow the PCs down and trap them in crossfires from nearby archers
I'm aware these may seem awfully bland compared to all the fancy magic/high fantasy traps usually found in these threads, but the defenders don't really have any mad wizards around and have had to rely on their own low-tech tools instead. Any suggestions of other devious yet plausible traps would be very much appreciated.
--
Everything can be solved with the standard 10 foot pole every adventurer should have.If not, then throw in the 50 feet of rope every adventurer should have.
--
How about an obvious trap in a corridor, but it actually isn't what it seems like, instead when you set it off, the effect happens 10 foot in front of the switch, namely where you are standing when you try to set it off pre-emptively with your 10-foot pole.
--
Another Dark Heresy one. Actually this is something I'm currently writing for a campaign. I've mentioned it before but it fits here. I'll cut out all the background filler.
Set in an Art Gallery (IN A SPACE STATION), each room of the gallery level of the station has fairly innocent art works and a bunch of nobles of various numbers in each studying them intently. They seem distracted a little but are happy to answer any questions. Fairly stock-standard stuff really, just a vase with flowers, or a painting of a hive from the distance. Each room with one art piece.
The acolytes are seeking the one who runs the station, so they inevitably end up in his quarters, and find he seems a regular art lover, nothing too horrible. He even has a book on the critique of art sitting there open on his desk, though some of it does seem a little hard to understand. Fortunately there's a cypher sitting next to it, so the acolytes can see what the fuss is.
The book in question, in spite of looking entirely innocent is actually a book on Ateanism, the study of the 'equation' for art that leads people accidentally into the arms of Slaanesh. Various other discoveries of this to be true are found in a secret passage easily found in the room.
So the information is gained, but the gallery itself must be passed again to leave the station. Each and every room has had its glamour cast off, and each picture of art and those looking at it are twisted and depraved in some manner. The flowers are bursting with sweet nectar that the nobles debase themselves under, getting high on physical contact, flipping out and trying to attack anyone who they think might be trying to take their place. To those that have READ the book though, this looks even worse, for they understand the art and they see what the flowers are, they know what is in the liquid, the needles scratch against their brain as the scent fills their nostrils. On top of this, the effect of having read the book and understanding even a fraction of what was written in it could have far-reaching effects in the future. It could be beneficial in identifying architecture being made to create chaos portals or places of fell worship, but it could be a constant temptation that drives them sick every time they look at a work of art. They have forbidden knowledge and it will cause them a great deal of trouble for all the good it does them.
--
A ridiculously long Rube Goldberg device that seems to put the PCs in mortal danger at nearly every step, then just drops confetti on the party.
--
How to be an asshole GM in an ero rpg.
Strange statue of a bent forwards female, beckoning someone to join her. Upon inspection of the statue two things become apparent.
The first is that there are five buttons on the statue. Two pressure plates on the ground just behind her, one on each of her buttocks and one inside her vagina.
The second is that the enchantment makes the metal statue feel pliant and alive though it obviously does not move aside from the mechanical parts upon it. These parts open the door and it locks open once all five buttons are pressed.
So either the party co-ordinates pushing the buttons and someone reaches up for the tricky one with their fingers, or the more obvious answer is that one adventurer takes the "Go from behind" position. Perhaps he has to give it a few good shoves to hit the button.
At this point the door opens, the enchantment is broken rendering the statue metal and cold again and the statue raises up at the hip abruptly, bashing the back of its metal head into the face of the button-presser.
--
The party travels through a room with a giant mural of a battle on each side. At the far right of the battlefield is a castle with a large shiny key and a portal. At the bottom of the mural are a bunch of pieces of chalk.
Now, the party progresses for some rooms, getting to one that needs a giant, shiny key.
In the middle, on the floor, is a portal to the world of the mural (and you can see through) with a rope falling down the middle
If the players go through, they realize that they're in the mural since, as they look off far into the distance, they recognize the room the passed through earlier.
Climbing back up the rope gets them back into the room, and they have to traverse the entire mural (which is impossible w/o drawing on the mural with the chalk to basically "cheat" your way to victory
--
Rooms upon rooms of presure pads, Each pad causes a pillar to jut sudenly up at crotch height. Taken from that kick to the balls dungeon someone made a while ago.
--
Andrew, if you should happen to be reading this thread, STOP!
I had a trap set up for my PCs as they are going through "The thieves test" in a wizard tower (owner of the tower thought thieves are the scum of the earth, and invited them to come and die for his amusement at the promise of great treasure at the end).
One of the rooms was pretty simple in design but had the potential to take forever to figure out, and could be dangerous.
The PCs arrive (via teleportation circle) in a small room (20'x20' wide), in front of them, on the other side of the room is a door. Upon examining the door they find it is not trapped in any way on this side and open it. Opening the door activates a trap on the other side of the door, causing the room they are in (and the small hallway the door opens up into) to fill with water rather quickly.
The hall way leads to a door that has no door knob, and has been sealed with an arcane lock and can only be broken down with a strength/thievery check over 40 (makes it so the PCs can't just break down the door, etc.).
The trick to the room is that you tell the PCs when they open the first door that the knob is loose in their hands, and feels like it could fall off if they aren't careful. This knob is only on the side of the door facing the 20' room, and not on the reverse side. Using this (magical) knob, it functions like a skeleton key and opens the next door before the room floods and the PCs drown. (exit to the room is another teleportation circle).
---
The bait item sits on a pedestal rising out of a shallow pool of water. If you try to step into the pool while carrying any weapons on your person, bars with rise out of the floor to block your path. However, if the item is taken from its pedestal, all the bars will rise. However, turns out some of those bars were also barring a gate under the surface of the water, holding back a certain aquatic entity who hasn't gotten any in years.
Correct way to avoid the trap is to have someone tie a rope around the item, and then pull it out of the pool from outside the bars.
--
Alright, how about an obvious pit trap that triggers prematurely, but when the players jump over the pit, they realize that gravity is reversed, which sends them into a previously ignored, deep chasm on the ceiling, causing falling damage.
The only way to escape the chasm is to navigate a maze upside down. When successfully navigated, gravity rights itself, depositing them head first into the hallway (causing more falling damage,) and the pit trap has been reset.
--
Get the setup to one of those blasted "Two talking doors and one tells lies, find the right door", but after getting the players all ready to confront this age old riddle just have them be elaborate face-carvings in doors and see how long it takes for the players to realise they've been had.
It could be part of a dungeon that has a theme that is basically "BBEG has a plan, stalls heroes so they arrive at the time he's ready for them".
--
I think I'll stick with my favorite. Giant squeaky hammers activated by pressure pads.
Doenst do any damage, but good for making fun of the weeaboo rogue for failing to find the traps because he tried to be as naruto as possible.
--
I ran a super-trap filled ancient temple. The final room contained a humming orb on an ornate pedestal. Legend said that contact with the orb granted you what you desired, be it treasure, knowledge, power, godhood. ANYTHING, it was the most powerful transmutation effector in the multiverse. And conveniently, would take you back outside of the dungeon with your prize.
One after another they touch the orb.
I pass them a note asking "what do you want?"
They respond on the note. I pass them a new note saying "The power of shifting reality is staggering, do you go with it, or attempt to resist?"
They go with it, and have opted not to save.
If you wanted to be a real dick, it's just an orb of annihilation, so forget making them think they're being rewarded (no save) and just destroy them outright.