U Shaped
Corridor
At the end of the U is a maze carved onto a door. There is no handle
or lock in sight. As PC's get to the end water starts to flood in. They
have to run a finger along the maze to open the door.
Punching
Hand Door
If the door is opened without knocking first a large glowing hand punches
the first PC through then slams the door shut. If PC's try to attack
it, it will attempt to grasp the weapon and pull it out of the PC's
hand.
Door With
Many Traps
When the door is opened traps appear to either side of the door but
not where the thief was standing.
Lift
The door has a very neat label 'Lift' pinned to it. The door will only
open if it is lifted!
Springboard
When the door is opened the floor pivots dropping those 10' from the
door into a pit. There may be spikes on the ceiling above the door to
cause other party members to stand well back.
Eye Of The
Beholder
Floating in the corridor is a beholder, it has its back towards you.
It is actually a sack containing yellow mould spores.
Tombola
You enter a corridor strewn with boulders through a one way door. As
you try to open the door at the far end the room starts to rotate. The
far door is a false door. There may be numbers on the boulders. A hatch
will open in the ceiling and a giant will reach in for a boulder but
may pick up a PC instead. The boulders do 2d6 damage to a PC, Thac0
12. Armoured PC's do the same damage to other PC's!
Bernie -
The Bolt
In a 10' wide corridor, lit by many torches. Door is offset to one side.
As PCs get half way down corridor and set off trap which sends a balista
bolt which smashes the wall at far end releasing explosive gas - equivalent
to a 6d6 fireball, unless a PC gets in the way in which case the wall
does not get broken.
The No Trap,
Trap
PC's walk into a circular room with a pedestal in the centre, upon which
sits a large ruby. The room is lined with mirrors and the ceiling is
covered with mirrors. PC's are going to take a long time before believing
that there isn't a trap in the room. When they examine the ruby they
find it is paste. A useful trap if you want to delay PC's for a while.
The Trapped
Map
Let a map come into the possession of the PC's that has no writing on
it. The map purports to be the map to the lair of a famous mage (Davindo
Clinaero) or monster. The map is designed in mirror form i.e. the dungeon
is symmetrical but the directions that the map indicates are the way
to traps and doom. How long will it be before the PC's work it out?
Bless You!
A trap in the floor releases a cloud of fine pepper into the air. PC's
will sneeze for 2d4 rounds (1/2 if a saving throw vs. poison is made)
. While sneezing no spells can be cast, lose initiative and attack at-2.
Meanwhile a host of shadows engage the party. Oh yes did I add that
there are several of these traps in the room!
Balls
! Trap releases large number of marbles onto the floor. PCs can move
slowly (5' without dexterity check) but any complex move such as fighting
or moving more than 5' need to make a dexterity check or fall over.
Needless to say they are attacked by a number of flying creatures or
non-corporeal beasts.
Roll 'em!
Roll 'em! Roll 'em!
A long corridor (50') has a several rollers each about 5' apart along
its length. PC's must make a dexterity check or fall into the water
below the rollers which contains either crocodiles, piranhas or snakes.
That Rings
A Bell
A mimic has stationed itself outside of a door disguised as a bell.
The bell pull is it's tongue.
Chest Trap
1
The trap teleports the person to a random location in the dungeon.
Chest Trap
2
Not really a trap this one. A false bottom in the chest hides a narrow
flight of stairs leading down into darkness.
© 1999
Mathieu St-Gelais