100 Unexpected Traps [CLEAVES]


Homebrew and House Rules

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The Exchange

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100 UNEXPECTED TRAPS

Shadow Lodge

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1) Cursed Amulet of Natural Armor, shaped like an acorn. Unlike other amulets of this type the character's skin takes on a 'woody' feel. Character makes periodic fort saves. Fails cause the following in order 1) Attached to the body and can no longer be removed easily 2) gain fey subtype 2)Become Female 3)Become Chaotic Good 4) Become a Dryad.

The Exchange

2. The Ruby Eye

A fist sized Ruby sits on the ground...

DM Briefing: This is no mere Gem. As the PC picks it up in their hand, it triggers barbs which expand outward from the gem into the hand of the victim where they break off - penetrating even magical gauntlets. The damage is permanent and results in a -5 melee penalty when using that hand. The Barbs can be removed by a wish and the unjury cured.

The Exchange

3. The Book of Spells

This book looks to be full of Wizard Spells. As the Caster thumbs through the work, the Poison laced pages of the fake spellbook do their work...

DM Briefing: The Poison can only be cured by a mushroom that grows on the walls of a Snake filled cavern.

The Exchange

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4. THe Alchemist's Door

Jamur struggled to pick the lock of the heavily reinforced door when the mechanism triggered. The explosion pulverized every bone in his body and left him a bloody mess sprayed across his companions who had retreated a considerable distance. The Door itself was still intact other than a cavity where the explosive chemicals had been concealed.

DM Briefing: THe Door has a number explosive loads secreted in its structure. They will detonate taking out anyone who fails to correctly open the lock.

The Exchange

5. Bad Key

Theobold slid the hey he had discovered into the lock. It fitted with nothing more than the slight amount of rust in the mechinism. He struggled to turn the key finding the lock tight with rust.
The sharp stab of a needle fired into the palm of the hand turning the key followed quickly by a burning sensation of poison coursing through his veins.

DM Briefing: THis is a heavy key for a door. Unfortunatly it is a springloaded device designed to inject poison into the hand turning that key with any force or difficulty.

The Exchange

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6. The Summoner's Kettle

This simple copper kettle is designed to summon wild animals by the annoying high frequency note it blows when water is boiled. It is non magical.

Liberty's Edge

7. The Ball Pit

The hallway gives way to a staircase leading down at a roughly 40 degree angle for as far as the eye can see.

You feel the step under your give way slightly. A moment later the steps singularly drop off to meet on a single level and oil comes down in a torrent from a hidden vent at the top of the stairs. A trap door has opened in the stairs halfway down and an iron grate has barred off the way past it.

... You land in a giant jumbled pit filled with tiny round wooden orbs of every color imaginable. The pit is 10 feet deep and the room you land in is not much bigger than a butchers shop (15x20). You hear what sounds to be a dozen children/hatchlings of different races playing cheerfully. The walls are brightly decorated and illumination springs from an unknown source.

DM Briefing: A DC 10/15/20 reflex save is sufficient to brace yourself on the walls to prevent slipping. If any PC above them on the staircase fails the save they crash into all players below them knocking them loose. The fall causes 1d6+1 non-lethal damage to all creatures.

A DC 15 perception notices a lever at the bottom of the pit that safely dumps the balls and the players out of a hole that is opened up in the floor (15 foot freefall) into a pool in a room below them. The room is 20x20 with a single exit, there is a mural of a sad clown on 3 walls. A DC 10 Swim check ensures safe passage to the edge of the pool.

A DC 25 perception check is required to notice that a few (stone) stairs appear to be a little "loose." Otherwise appears to be a typical step about 15 feet down the staircase.

A DC 15 Perception check to inspect the balls reveals 2 fist sized gems worth 250g each.

The Exchange

8. Strange Tendrils

These White tendrils grow downward from the ceiling. They are very much like the Potugese man-o-war whose Stinging tentacles are psudo-poisonous. The Nature of the Poison is a balistic shard that impacts against flesh an explodes driving a high velocity glass wire that fragments continuously into the body leaving microscopic fragments that kill the victim over time. They cannot be cured by a cure poison.

Grand Archive

A pit trap leads the party into a room with a single exit, each time the door's handle is touched a mass teleport spell brings them to the top of the pit to fall again. (1d6 nonlethal from the fall)

The Exchange

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10. The Faith Healer's Cup

This is a Crystal mug marked with the symbols of a God of Healing.

DM Briefing: While consuming from it heals injury, It requires exclusivity to be of benifit. The Cup only heals the latest owner and the previous owner finds that Wounds will not heal under any condition or method (including use of the cup). Damage is thus permanent and a certain death as their health declines.


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11.Split Decision

You enter a cavernous room with a large chasm down the center. On your side of the chasm is a teleportation circle. Across the chasm, there are two ledges, each with a door. Both doors appear to lead the same direction, and everything else about the ledges and doors is identical. There are matching teleportation circle on each ledge.

When you step onto the main teleport circle, you must have one of the other two fixed in your mind as your destination. If you do not, you will end up on both. Your body will be split in half, one half on each circle, and you will immediatiely die.

A Knowledge(Arcana) check DC 25 notices the problem built into the teleport circles.
A Will sace DC 20 prevents the player from being ripped asunder, but leaves them back on the circle they started from.

The Exchange

12. A chest full of Parchment

This chest is filled with dusty Parchment Paper useful for writing on. Blank Scroles, Maps, what ever you desire them for.

DM Briefing: In actuality the Parchment sheest are dusted in a fungus that causes the PCs to stop breathing in there sleep. It isnt necessarily harmful it simply makes it so that they are unable to get a nights sleep without choking awake for air in the middle of the night. It is very disruptive to Spellcasters who need a full night's sleep.


13.Rogue Slapper. There's a large ornamental gem embedded in the wall. It seems to be loose, but when you pull it out at all it comes out 1 inch and a section of the ceiling comes down an hits the back of their head for 3D6. The gem is sovern glued to a metal rod, with a spring on it to pull it back. Lower parts of the dungeon will have a more valuable gem, a harder DC trap, and do more damage. A disarm traps and a valid description means the gem, and possibly the rod, are removed. Put it in a corridor for more of a surprise.

The Exchange

14. The Bottle of Water

It is a beautiful clear glass bottle of water that seams to very slowly refill itself (one a week in wet climates/ once a month in dry climates).
The Bottle is in fact fossilized Gelatinous cube. If touched to the lips it will feed on the Victim but can be poured from without issue.


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15. Reviving Amulet
Cursed necklace that cannot be removed. Upon first inspection, it will apparently revive the wearer when he/she dies as per the spell True Ressurection. Closer examination, or use, shows that it requires the death of another to perform this affect. It takes it upon its self to seek out the nearest living creature and casts Slay Living upon them. If it succeeds, the wearer is brough back to life.


16. Tactical chest
This locked chest contains 100 GPs and any unusual treasures indicated.
There is a trap, if triggered the chest explodes outward doing 10D6 impact damage. The entire chest is made of plastic explosives. DC16 to reflex save for half. It will explode if damaged or broken open. Contents will not be harmed as they are at the center of the explosion. Anyone smaller than huge will be flung back 80 feet possibly taking falling damage if they hit a wall.


Kerney wrote:
1) Cursed Amulet of Natural Armor, shaped like an acorn. Unlike other amulets of this type the character's skin takes on a 'woody' feel. Character makes periodic fort saves. Fails cause the following in order 1) Attached to the body and can no longer be removed easily 2) gain fey subtype 2)Become Female 3)Become Chaotic Good 4) Become a Dryad.

I would throw in permanent bark sking/-2 or -4 cha repsectfully

The Exchange

17. The Glass Prison

This is a tesseract of Glass. The Victim is displayed by the glass cube in which they become imprisoned by simply walking down a corridor and into the trap. once imprisoned, the victim is in stasis and unable to escape or be broken out. It Takes a wish to release the Prisoner.


18.Blind as a Bat.
A tiny hole in the lock is your only clue. As you lean over to pick the lock, or fail to disarm the trap, you get a spray of some unknown liquid into your eyes. First, you become near-sighted. Second, you go color-blind. Third, you lose depth-perception. Then comes the over-all blindness.


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19. Door Bashers Delight.
It looks like a normal, wooden, banded, locked door. Behind this door is a closet containing 100feet of silk rope and 1 random treasure. If you do any damage to the door it releases burnt othur fumes into the room. You could detect the trap, but you need to be real creative to disarm/bypass it.


20. Gold Bricker's Lament
A gold brick worth 500 gold and weighing as much as that many coins. It's sitting right there on the floor. (It's also sitting on 2 electrical contacts so anyone who touches it takes 6D6 electrical damage. Good luck moving it off the contacts. If you take damage, you flinch involuntarily back.


21. Checkmate

You must win a game of chess against the trap itself, using mindless ghosts as life-sized game pieces. If you fail... you become part of the game.


22. The Unsafe
It’s a large combination safe, 5X5X5 feet. You have to make a disable check and hearing check both DC15. Too bad a failure or attempting to break open the safe and it will teleport. It teleports to right over the party member farthest from the safe and falls on them, 8D6 (half if Reflex save DC 18). I think that means it weighs 800 lbs. Inside is one part of the artifact font, the band, and a black pearl (worth 500gps). I think each part of the artifact should come with a hard lesson.


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23. The Lock of Biting
This lock looks common and unremarkable.

Any attempts to use a key or pick this lock result in the key or tools being snapped in half and spit back out. Masterwork tools simply have no effect but remain unbroken.

The lock can be removed or dispelled by magical means.


24. Rope of Jumping

A white silk rope hangs loosely across your path.

Any attempts to step over the rope result in the PC's feet becoming tangled, forcing them to fall backwards onto the floor, taking 1d4 damage. Any attempts to crawl under the rope again result in the rope tangling around the PC, barring their way.

If a PC jumps over the rope, the rope swings around prompting the PC to jump again. If the PC does not jump, the rope tangles their feet and they fall backwards, taking 1d4 damage.

If the PC jumps the second time the rope will swing around again and again until after a successful tenth jump which then causes the rope to snap.

Otherwise the rope cannot be cut but can be held with magic.


25. Stabbity Death
At any given time, spikes, rapiers, spears or other point objects will come thrusting out of a door, the walls, floor or cieling, causing massive damage to any/all they hit.


26. Ghoul in the Box
A Halfling ghoul hiding in a wooden box, crate, or barrel that will jump out and try to paralyze the first creature that draws near(full attack).


27. Poppies

A PC approaching within ten feet of these iconic flowers make a DC 15 Will save verses Sleep. The poppies do not effect unconscious creatures, constructs, or undead creatures.

Shaking or slapping a sleeping PC will wake them but normal noise will not. Once a PC has been woken they must make a DC 15 Will save to avoid falling sleep again.

Any PC unphased within the AoE must make a sucessful Will save every 3 minutes while remaining inside the AoE.

Duration of Sleep: 3 minutes

Snow or Fire negates the magical effects of the poppies.


28. EXIT by Defenestration
This door has EXIT in big red letters above the door. It says Office of Defenestration on a small plaque on the door. The door is not locked, but it is stuck, which would mean whoever unsticks it falls through it. (It leads to right outside the tallest building in the nearest city to the character’s home base or town, at midnight. In other words they start falling. )

The Exchange

29. Origami Adder
This paper object is folded so it inflicts a paper cut when touched. The Bite is a mild poison that stings for 1-6 turns. THis can serve as a distraction and is inconvenient for spellcasters.


30. Glyph Pit Trap
The pit spell is triggered by the glyph of warding on the floor in the center of the room. Upgrade with Greater Glyph of Warding and Hungry Pit.


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31. Troll Book
It’s bound in green, warty leather and it says Troll in gold lettering. It is locked closed but there is no trap on the lock. The book radiates conjuration magic. (If the book is opened, a green ball pops out and becomes a full grown Primordial Troll. That was it’s move action, it can still attack. Primordial Trolls can regenerate from every piece big enough to hold one hit point. Normal Trolls are the more conventional offspring of Primordial Trolls and anything else. The book is made out of Troll and another Troll pops out every 1-4 rounds.)

The Exchange

32. Clutters

As you read these words, it soon becomes apparent that they loop back on themselves trapping you in a confusing mental trap that can only be overcome by a person of 18 Wisdom or greater. Those of lesser minds must wait for someone to remove the book containing these words and burn them.


33. Ring of Anti-Magic

Any who step within this invisible ring are granted a Spell Craft check (DC 15) to detect the anti-magic field. A PC who casts Detect Magic outside of the ring must make a DC 20 Will save or become sickened for one round. (This occurs every time a spell is cast near, but outside, of the ring.)

Anyone who casts magic inside the ring must pass a DC 25 Will save or be stricken with silence (4 rounds), blinded and deafened (2 rounds) and enfeebled (2d6+1 penalty to STR, cannot drop below 1, 4 rounds). A successful saving throw results in the subject being sickened and shaken for 4 rounds.

Any who are effected by magic that enter the ring must make a DC 20 Will save or become sickened for one round.

Any magical items break apon entering the ring and magical beasts become normal beasts while inside the ring. Summoned creatures or servants disappear apon entering the ring.


Attended items get a D20 will save as their owner. A stone with a spell such as light on it which is thrown into the circle is powdered. A magic item which is not in effect should probably be unaffected. Magic armor is active when worn so it would always be affected.

34. Invisible bench
Slam +6 2D6 +trip when you walk into it. You can attack it -4 when located. Paint or ink will foil it's invisibility till the room is left.


35. False Door

A large iron door is set into the wall before you.

Any attempt to open the door or check the door for traps results in the door falling onto the PC. A DC 20 Reflex save will allow the PC to dodge the falling door. If the door makes contact, it deals 2d6 (4d6 vs Small) points of damage and 1d6 (2d6 vs Small) crushing damage per round after the round in which the door fell onto the PC.

The door is very heavy and it would take the enitre party to lift and move the door off of the captured PC. A DC 30 (35 for Medium) Escape Artist check will allow the character to wiggle free.


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http://www.google.com/search?q=grimtooth's+traps&hl=en&sa=X&rls =com.microsoft:en-us&prmd=s&source=univ&tbs=shop:1&tbo=u&am p;ei=vqjRTOy2DoHGlQf9wej0DA&oi=product_result_group&ct=title&re snum=4&ved=0CDwQrQQwAw

Has you covered.

Ohh how I wish these were still in print


Dragonsong wrote:

http://www.google.com/search?q=grimtooth's+traps&hl=en&sa=X&rls =com.microsoft:en-us&prmd=s&source=univ&tbs=shop:1&tbo=u&am p;ei=vqjRTOy2DoHGlQf9wej0DA&oi=product_result_group&ct=title&re snum=4&ved=0CDwQrQQwAw

Has you covered.

Ohh how I wish these were still in print

+2 The killer key and the gassy door are conversions of Grimtooth. :)


Goth Guru wrote:
Dragonsong wrote:

http://www.google.com/search?q=grimtooth's+traps&hl=en&sa=X&rls =com.microsoft:en-us&prmd=s&source=univ&tbs=shop:1&tbo=u&am p;ei=vqjRTOy2DoHGlQf9wej0DA&oi=product_result_group&ct=title&re snum=4&ved=0CDwQrQQwAw

Has you covered.

Ohh how I wish these were still in print

+2 The killer key and the gassy door are conversions of Grimtooth. :)

Thought I recognized those but it has been many moons since I have looked at these I still rememebr the "giant rock tumbler with glass statues" trap from the dungeon he made.

The Exchange

Dragonsong wrote:
Goth Guru wrote:
Dragonsong wrote:

http://www.google.com/search?q=grimtooth's+traps&hl=en&sa=X&rls =com.microsoft:en-us&prmd=s&source=univ&tbs=shop:1&tbo=u&am p;ei=vqjRTOy2DoHGlQf9wej0DA&oi=product_result_group&ct=title&re snum=4&ved=0CDwQrQQwAw

Has you covered.

Ohh how I wish these were still in print

+2 The killer key and the gassy door are conversions of Grimtooth. :)
Thought I recognized those but it has been many moons since I have looked at these I still rememebr the "giant rock tumbler with glass statues" trap from the dungeon he made.

On the contrary...I create. I dont borrow from others (IP reasons) If something similar has come up to a Grimtooth - it is pure chance.


How about...

36?

Magic boots of a variety befitting the level of the player and the game to make them inticing (winterlands, striding and springing, ect...), doesn't matter which kind. Stitched to the inside of the boot (or both) is a bag of holding or similar extradimensional space. on the inner rim of the boot is an application of soveriegn glue. Upon standing or stepping after putting on the boots gravity does its thing and the character slides down to the upper thigh in the boot(s). Assuming it will take a few moments for the characters to figure out what happened and to get the character pulled out of his boots, the glue will have already worked its magic, leaving the character with one or two very short legs (imposing speed and dex penalties). Add a swarm or slime to the inside of the extradimensional space for more fun.


yellowdingo wrote:
Dragonsong wrote:
Goth Guru wrote:
Dragonsong wrote:

Has you covered.

Ohh how I wish these were still in print

+2 The killer key and the gassy door are conversions of Grimtooth. :)
Thought I recognized those but it has been many moons since I have looked at these I still rememebr the "giant rock tumbler with glass statues" trap from the dungeon he made.

On the contrary...I create. I don’t borrow from others (IP reasons) If something similar has come up to a Grimtooth - it is pure chance.

Terribly sorry.
Also my idea of conversion includes fundamental changes.
That's why I used a poison gas unique to Pathfinder.


37. Ring of Last Breath
This black ring grant + 1 caster level to necromancy, it's additional ability is seemingly to cast breath of life should the wearer die. Instead the ring automatically cast Death Knell if the wearer is below 0 hp, immidiatly cast Animate Dead on the wearers remains when he dies.


Create undead is more likely to fool the other characters.
Basically, they become a ghoul and can benefit from the Death Knell.

The Exchange

38. THE CLOCKWORK BOX

This is an interesting Music Box. Below the lid is a small engine of gears and cogs all moving...

DM Briefing: Unfortunately when picked up in two hands the music box reveals itself to be springloaded shackles. Two manacles spring out and trap the victim.

Goth Guru wrote:
yellowdingo wrote:
Dragonsong wrote:
Goth Guru wrote:
Dragonsong wrote:

Has you covered.

Ohh how I wish these were still in print

+2 The killer key and the gassy door are conversions of Grimtooth. :)
Thought I recognized those but it has been many moons since I have looked at these I still rememebr the "giant rock tumbler with glass statues" trap from the dungeon he made.

On the contrary...I create. I don’t borrow from others (IP reasons) If something similar has come up to a Grimtooth - it is pure chance.

Terribly sorry.
Also my idea of conversion includes fundamental changes.
That's why I used a poison gas unique to Pathfinder.

Thats OK...Its for the Pathfinder setting but its OK to create something unique and new because that is what THE CLEAVES are about.


39. The diary of Jojo Burley
There is this diary and a skeliton without a skull. The diary deteals one fighter's quest to learn to cast Magic Missile so he could counterspell it. In the back of the book is a folded up spellbook page containing Magic Missile.
DM Briefing: Search DC20 will find skull fragments about the room, and specks of scalded brain fluid on the spell page. If someone without spellcaster levels uses this method to memorise this spell, their brain will explode destroying their head. A rogue can get away with it with use magic device, maybe.

The Exchange

40. Map to the Treasure-vaults of Ur

This is a huge scroll Map on Vellum. The Artwork is a Masterpiece of Cartography and draughting with every intricate trap mechanism detailed to the last minuta.

DM: Unfortunatly the Treasure Vaults dont exist and the artwork is poisonous.


41. The Gold Bug
Here's 2D6 gold coins in a pile on the floor.
DM: 2 of the coins are actually parasitic beetles that can sleep for years looking just like coins. As soon as someone starts carrying them they will start sucking blood. The victium will have 1 constant damage from each beetle they suffer from. Their bite also causes gold fever. The sufferer must make a DC18 will save to resist grabbing any gold they see. As the bugs reproduce, the DC goes up as does the fever.


42. Souvenir Dagger
A nice shiny dagger. Could be silver or cold iron. There’s some fine print on the blade.
DM: It’s a baby mimic posing as a weapon. Every hit it eats and grows. When it gets big enough, it turns on it’s owner. A mimic is an aberration so Knowledge the Planes. DC20 at first. Go down 1 every time it eats and grows. The fine print says, "Goth Guru visited The Cleaves and all he got was this dagger."

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