by Jason Seeley.
This is the ASCII form of the net.traps book, last changed 4 Oct 1991. There are several new traps, plus a list (immediately following) that breaks traps down by location type. I maintain the basic trap descriptions in a simple database, so can break things down by other categories, too - I'd appreciate feedback on (a) whether this book is useful to you (b) what other organization of this book would help - e.g. a breakdown by trigger type or effect type.
Traps by Location Type
Type | Name |
Any | The Ghostly Mother-In-Law |
Chest | Double Vision |
Door | Familiar Faces Musical door |
Hallway | A Different Kind of Spiked Door Spiked Tunnel The Infinite Hallway |
Lock | The Pointless Trap |
Pit | Slime Slide |
Room | A Roleplaying Trap Deadly Spikes Floating Rug and Table Glass Storm Hole in Two Pointless Trap (Part II) Slime Ball The Big Bag Bang The Killer Maypole Topsy Turvy Water Water Everywhere Stone floor Leg Trap |
A Roleplaying Trap
LOCATION TYPE: Room
CONTEXT: A rusty lever protrudes from the far wall. Overhead, a
tremendous block of iron hangs from a cable.
TRIGGER TYPE: mechanical
TRIGGER: pulling lever
EFFECT TYPE: mechanical
EFFECT: The GM should listen to the characters' debate about what
to do. If they decide to pull the lever for reasons such as
"To leave no stone unturned" then pulling the lever
opens a secret door. If they decide to pull the lever "Just
for the hell of it" then pulling the lever will drop the
block, crushing all in the room.
The Big Bag Bang
LOCATION TYPE: Room
CONTEXT: Circular room 20' in diameter and 15' high, with a catch
on the ceiling with a leather bag, and a 2' diameter hole in the
floor, directly below the bag.
TRIGGER TYPE: magical
TRIGGER: About 5 seconds after anyone enters the room, the bag
starts falling toward the hole.
EFFECT TYPE: magical
EFFECT: Explosion when the Bag of Holding enters the Portable
Hole.
VARIANTS: For low-level parties, the bag might be subject to
Feather Fall to let people have more time to do something, or the
ceiling might be higher.
Double Vision
LOCATION TYPE: Chest
TRIGGER TYPE: mechanical
TRIGGER: failing to pick lock
EFFECT TYPE: mechanical/magical
EFFECT: A blade chops off a piece of the player's finger,
teleporting it to a high-level mage's tower, where the mage will
create a duplicate (clone) of the character.
Familiar Faces
LOCATION TYPE: Door
CONTEXT: 20' x 20' room, with 4 kobolds (originally).
TRIGGER TYPE: magical
TRIGGER: Any party member touches door to enter room.
EFFECT TYPE: magical
EFFECT: A bright flash of light blinds the players and when their
vision clears each player is in a room with many kobolds. Each
player in the party is teleported to a different location in the
room and an illusion spell is cast on each party member. Each
party member sees the other members of his party as kobolds but
none of his/her companions are anywhere in sight. Plus the extra
four kobolds of course.
The
"Juvenile" Chest
LOCATION TYPE: Chest
TRIGGER TYPE: mechanical
TRIGGER: opening lock
EFFECT TYPE: magical
EFFECT: Within the lock of the chest are poison needles. If the
character fails to save against the poison, he/she loses 3 wisdom
points, 4 strength points, and 5 intelligence points. The
character will also turn into a juvenile (13 to 15 human years.)
The "aging" poison can be cured with a Remove Curse by
a high level mage.
Glass Storm
LOCATION TYPE: Room
CONTEXT: Any large circular room. Thousands off glass shards
(like broken window panes) lying about the entire room. A pillar
in the center of the room, with some valuable object sitting upon
it.
WARNING: Touching the object causes a wind to blow through the
room, causing the shards to jingle together.
TRIGGER TYPE: magical
TRIGGER: taking the object
EFFECT TYPE: magical
EFFECT: A constant wind storm causes all the crystal shards to
fly about the room striking the party. Each party member in the
room will take damage (3D6) per round until the object is put
back or the party can leave the room.
Hole in Two
LOCATION TYPE: Room
CONTEXT: Any room not on the lowest floor. A large hole is cut in
the floor of this room. On the far side of the hole is a shelf on
which is sitting a valuable object. Through the hole, the floor
below can be seen. The hole is actually a pane of glass thick
enough to hold up a person. A spell has been cast upon the window
pane to give it the look and feel of stone. (Have characters find
this out on their own, so they will hope the hole is an
illusion).
TRIGGER TYPE: mechanical or magical
TRIGGER: picking up the object
EFFECT TYPE: mechanical
EFFECT: The illusion on the object is disspelled; it's really a
small rock. Large boulders fall from the ceiling directly onto
the window pane, shattering it, and the person who took the
object will fall through to the floor below taking damage (2D6)
from the fall.
The "King
Arthur" Syndrome
LOCATION TYPE: Room
CONTEXT: There is a mound of earth surrounded by a moat of acid.
A strong-looking rope is magically held so that anyone could take
hold of the rope and swing across to the mound. Stuck in the
mound is a quite beautiful sword.
WARNING: The rope is really frail and decayed, but disguised by
an illusion.
TRIGGER TYPE: mechanical
TRIGGER: Swinging on the rope breaks it
EFFECT TYPE: mechanical effect The character falls into the moat.
The Pointless Trap
LOCATION TYPE: Lock
TRIGGER TYPE: mechanical
TRIGGER: Early in the adventure, the characters will find a large
(2') Crystal Key. After some time (hours?) of wandering the
characters will find a keyhole that the Crystal Key will fit
perfectly into.
EFFECT TYPE: magical
EFFECT: Keyhole swallows Key As characters continue through maze,
if place where Key was found originally is crossed again, Key
will be there.
Pointless Trap (Part II)
LOCATION TYPE: Room
CONTEXT: Machine with 24 levers next to a door and lots of pretty
Lights
TRIGGER TYPE: mechanical
TRIGGER: pulling lever
EFFECT TYPE: magical or electrical
EFFECT: The door cannot be broken through or opened; it's false.
If any level is pulled, everyone in the room feels an electrical
jolt, but suffers minimal damage (1 point). Lights change color.
The purpose of this trick is to see how long the characters will
pursue a completely irrelevant track.
Slime Ball
LOCATION TYPE: Room
CONTEXT: Spherical room.
TRIGGER TYPE: magical or mechanical
TRIGGER: entering room
EFFECT TYPE: mechanical
EFFECT: The room is actually a sphere within a sphere. The inner
surface of the outer sphere and the outer surface of the inner
sphere are lubricated with highly slippery slime (non-toxic.)
When someone enters, the door will close. Due to Newton's Law,
for every action there is an equal and opposite reaction. When
the character tries to move one way, the inner sphere will rotate
and the outer sphere will rotate in the opposite direction.
Slime Slide
LOCATION TYPE: Pit
CONTEXT: Any pit big enough for one individual (human) is
perfect. It contains a waist high pool of slime (non-toxic, no
ill-effect) that acts as an extremely effective lubricant.
TRIGGER TYPE: mechanical or magical
TRIGGER: 1-4 rounds after entering pit
EFFECT TYPE: mechanical effect The floor will drop out from under
the person in the pit, who will fall onto a slightly tilted
slide. It would be best to use the Slime Ball trap as the
destination of this slide.
Topsy Turvy
LOCATION TYPE: Room
CONTEXT: Any large cave (at least 20 x 20'). Upon close
examination of the floor and ceiling, many holes about the size
of dimes and nickels (in the thousands on both) are clearly
visible. A large amount of treasure on the opposite end of the
room is piled against a wall.
TRIGGER TYPE: mechanical
TRIGGER: The first player to step over the holes will set off the
trap.
EFFECT TYPE: mechanical
EFFECT: The holes on the floor will lift the character into the
air with a constant blast of air (up to 350 pounds). The holes in
the ceiling will also blast air of the same force downward,
sending the character spinning and tumbling in mid-air. The
character caught in the trap will get sick and suffer 1 point of
damage after his constitution score divided by 4 (rounding down)
number of rounds have past. If the character is in the trap more
than 5 rounds, he will black out.
DISARM: Behind the holes are large fans run by magical means. If
a staff of considerable strength (magical, etc.) are shoved into
the holes, and a strength roll is successful, the fan is jammed;
otherwise, the character attempting to disarm it will suffer d4
of damage. If the floor fan is stopped first the character in the
trap will be forced to the floor, suffering damage and vice-versa
for the floor fan.
Water Water Everywhere
LOCATION TYPE: Room
CONTEXT: A 40' circular chamber with exits on opposite sides.
Contains a 30' circular pool with a 7' diameter base for a 20'
high statue of a minotaur in the center of the pool. The statue
looks loose. Moving the statue causes it to fall down and block
the door through which the party entered; below it appears to be
a tunnel down to a passage parallel to the line between this
room's entrances. This is actually an illusion.
TRIGGER TYPE: mechanical
TRIGGER: Entering "tunnel"
EFFECT TYPE: magical
EFFECT: The character who entered the tunnel will see that s/he
is in a concave 6' deep pit. A force field goes up covering the
top of the pit. When another character tries to poke at the force
field, s/he will be pushed into the center of where the statue
used to be by a rising wall of water. A Water Weird (see Monster
Manual) will attack the party. As long as the water weird is
alive, the force field covering the pit will drop 4 inches every
round. When the Water Weird is dead, the force fields will be
broken.
The Infinite Hallway
LOCATION TYPE: Hallway
Warning: The characters will begin to feel very disoriented and
have a lack of energy. This may warn them that there is something
afoot. Also, any character carefully studying the wall may notice
that the patterns of stone are exactly the same every ten feet.
TRIGGER TYPE: Magical
TRIGGER: By some magical enchantment not known to any, including
the vile Gamemaster, the electrical impulses from a character's
body striking the first teleportation field are channeled back
and activate the second teleportation field. Any contact with the
second teleportation field provides energy to it by the same use
of human (or elven or dwarven...) vital energy.
EFFECT TYPE: Magical
EFFECT: As a party of characters walks down a hallway, they
contact a (permanent) teleportation field, instantaneously
teleporting them back ten feet and creating a second
teleportation field just behind them. The teleportation is of a
such a nature that it is too fast to be noticed, except for a
slight feeling of disorientation. Thus, the party would walk,
contact the field, be teleported back, and continue walking
without any stop. After about ten minutes of walking, the
characters may begin to get worried. If, however, they turn and
go back the other way down the hall, they will encounter the
second field and be teleported just before the first field, and
much the same thing will happen.
DISARM: The only way to disarm this trap that I can see, other
then digging around it, is that the second teleportation field
times out after twenty minutes of the characters not contacting
either of the fields, thus not providing the field with any
energy. The first field, as stated before, is permanent.
A Different Kind of
Spiked Door
LOCATION TYPE: Hallway
CONTEXT: A false door that looks important to the party. It
should look like it opens inward and is locked (unpickable).
TRIGGER TYPE: mechanical
TRIGGER: Trying to force open the door
EFFECT TYPE: mechanical
EFFECT: The door is a thin panel of wood attached to springs.
behind the panel is a set of spikes. If the party tries to force
the door open the springs will compress and the panel will give
way, which usually means that the person forcing the door open
will impale him/herself on the spikes. The damage done is
adjustable by the number of spikes that were behind the panel and
their depth, but should follow something like (for AD&D): 3d4
+ strength damage bonus of the person trying to knock the door
down (since the harder they push the door, the more forcefully
the spikes go in).
Deadly Spikes
LOCATION TYPE: Room
CONTEXT: The floor is covered with 2 inches of dust; there is
miscellaneous broken furniture around the room.
TRIGGER TYPE: mechanical
TRIGGER: tripwire or pressure plate
EFFECT TYPE: mechanical
EFFECT: 1D12 spikes, doing 1D10+10 damage each, strike and impale
the character automatically (no dodge or parry). An impaled
character can't get off the spikes unless helped by another
character, or unless s/he can fly or levitate off.
VARIANTS: If there are other characters, skeletons in the
furniture come to life and attack them.
The Killer Maypole
LOCATION TYPE: Room
CONTEXT: The party walks into a room with stone walls. In the
center of the room is a metal pole with arms extending from it,
near the top. The floor is shiny and slick with some liquid.
TRIGGER TYPE: mechanical
TRIGGER: Pressure plates in floor inside and outside room detect
when the whole party is inside room (that is, pressure plate
outside has nothing on it, and the one inside has something on
it).
EFFECT TYPE: mechanical
EFFECT: The door swings closed. The metal pole begins turning,
and the arms extending from it rub against the wall. More of the
liquid is pumped out of the top of the pole. The pole is made of
steel, the walls are flint. The liquid is oil.... you can guess
what happens next.
Spiked Tunnel
LOCATION TYPE: Hallway
CONTEXT: A dead-end hallway, with spikes on the wall at the end
of the hall.
TRIGGER TYPE: mechanical
TRIGGER: Party crosses fulcrum point of hallway.
EFFECT TYPE: mechanical
EFFECT: The "hallway" pivots 90 degrees, becoming a pit
trap with spikes at the bottom.
Leg Trap
LOCATION TYPE: Stone floor
TRIGGER TYPE: mechanical
TRIGGER: Stepping on a pivoted stone
EFFECT TYPE: mechanical
EFFECT: When stepped on, one of the flagstones pivots on edge and
drops the leg into a hole, breaking the knee on the pivoted stone
and piercing the foot with the spike down in the hole. Then the
spike, when stepped on, triggers a crossbow firing into the leg
*under the floor*. The bolt is barbed along its length, with
flange for feathers that stops its progress. It is also longer
than the hole is wide, trapping the pierced leg. This is a bitch
to remove, it takes a bolt cutter, hacksaw, or clever magic to
remove the leg from the hole now that is is pinned.
VARIANTS: The firing of the crossbow can ring the dinner bell in
the room of the monster next door, can start flooding the room
with burning oil, or sewage, or water, or whatever. It can
trigger a Magic Mouth that growls like something hungry down in
the hole. Good for panic. Or simply a springblade that leaves a
stump looking for a pegleg.
The Ghostly Mother-In-Law
LOCATION TYPE: Any
TRIGGER TYPE: Magical
TRIGGER: Stepping on a certain location by any sentient
non-undead creature.
EFFECT: The victim is beset by a Ghost that is a Mother-In-Law
with a vengeance. No attacks, no damage, but life will be a
misery. You can't turn her with anything but a court order.
Floating Rug and Table
LOCATION TYPE: Room
CONTEXT: In the center of the room is a pit (spikes optinal).
Covering the pit is a rug or tapestry with a levitation spell on
it. In the center of the rug is a small table, also levitated, on
which is a small object of the DM's choice.
TRIGGER TYPE: Mechanical
TRIGGER: Stepping on the rug
EFFECT TYPE: Mechanical
EFFECT: Falling into the pit, taking damage.
Musical door
LOCATION TYPE: Door
CONTEXT: A plain metal featureless door.
TRIGGER TYPE: Mechanical
TRIGGER: The locking mechinism is a chime. It magically or
mechanically listens for the ringing sound made when two metal
objects clang together (such as hitting a sword against the
door). This sets up the proper vibrations in the door to create
the proper pitch to automatically unlock and open the door.
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