100 Unexpected Traps [CLEAVES]


Homebrew and House Rules

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Goth Guru wrote:

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.

May want to include how tight they are attached. Otherwise I'd just use mage hand.


87. Mail Call/ A Very Special Delivery

You find a small envelope made of expensive paper sealed with a wax seal. Why is this envelope in the middle of a dungeon?

The wax seal breaks easily as it is mundane wax. Inside the envelope is a single piece of paper folded in half. Curiosity gets the better of you and you unfold the paper. A single sentence written in common with good penmanship says "I prepared explosive runes today."

***BOOM***

Edit: Added a name.

Grand Lodge

88. Kitty Pit

A 10'X10'x50' foot pit is in front of you. At the bottom of the pit lays an adorable kitty cat. On one side of the pit is a ladder that goes down 30'.

DM: Once the player crosses the last 20' after the ladder they are immediate targeted by a unique reduce person spell in which they are reduced to diminutive size. The kitty is hungry.


Madclaw wrote:

88. Kitty Pit

A 10'X10'x50' foot pit is in front of you. At the bottom of the pit lays an adorable kitty cat. On one side of the pit is a ladder that goes down 30'.

DM: Once the player crosses the last 20' after the ladder they are immediate targeted by a unique reduce person spell in which they are reduced to diminutive size. The kitty is hungry.

I'm totally using that one.


wesF wrote:
Goth Guru wrote:

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.
May want to include how tight they are attached. Otherwise I'd just use mage hand.

Nothing Sovereign Glue won't fix.

I would call 87. A Very Special Delivery. :)


Goth Guru wrote:
wesF wrote:
Goth Guru wrote:

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.
May want to include how tight they are attached. Otherwise I'd just use mage hand.

Nothing Sovern Glue won't fix.

I would call 87. A Very Special Delivery. :)

That would work lol. You should also glue the brick to the floor.

Alternately you could just give it a strength check.


Goth Guru wrote:


That would work lol. You should also glue the brick to the floor.

Alternately you could just give it a strength check.

I edited the name.


89 Entombed

Standard 30 foor deep pit covered in an illusion of the floor. The top inside rim of the pit is covered in soverign glue. The floor of the pit acts as a pressure trigger. When the trigger is sprung (by someone falling in the pit) a large stone falls into the pit. The stone is shaped to perfectly fit the pit but leave a 5 foot gap between the bottom of the stone and bottom of the pit. The top of the stone is created to match the floor above. The soverign glue makes this seal essentially permanent.


90 Irresistable Pudding

In the center of the 20ft x 20 ft x 15ft high room is a 10ft high and 5ft diameter pillar made of rough cut, black ore. above the pillar is a 3 ft diameter hole in the ceiling.
The pillar is highly magnetized.

Anyone within 20ft, with a metal weapon in hand suffers an immediate disarm attack by the pillar (CMB+25, CMD+30). A disarmed metal weapon flies and sticks to the pillar

Anyone within 20 ft of the pillar with metal armor on is dragged towards the pillar (use the bull rush attack with no chance to step out of the way). This attack contiues each round until the victim sticks to the pillar (They are then considered grappled until they break away).

Once someone is near the pillar, it attracts the attention of a black pudding that oozes down from the hole in the ceiling to feed.

(note that any electrical attack will disable the magnetism of the pillar for 10 rounds)


91. Those Idiot Goblins

This 'trap' is fairly simple. The door leads into a fairly large cloth tent. In the tent are five goblins. Panicking at the entry of the explorers, they grab their torches and start running around screaming.

If the explorers don't take action, one of the goblins will knock over the center pole. Unfortunately, the stakes haven't come loose, and the newcomers will have to think fast if they want to avoid the inevitable funeral pyre.

Grand Lodge

92. Not a peep!

A bag full of 500 platinum lays on the floor of a corridor.

DM: Once the bag is picked up Silence is cast 20' behind the player, so they're not caught in the silence. A 10'x 20' pit opens directly behind them dropping down 30'. The floor immediately seals back up and the silence is dispelled before the player can turn around to show their companions the treasure he/she found to find no one there.

The Kicker: The platinum disappears from the player's possesion and returns to the spot on the floor 5 minutes later & the trap resets.


93 Abyssal Kitten Compulsion:

The room is occupied by many kittens and cats, meowing and streching lazily about. If any of the PC's pet any of the cats, they trigger the compulsion to continue to pet them. These cats are evil, their fur is full of venomous spines that drain your wisdom (as well as dealing d4 piercing damage as you pull a handful of spines away). Will DC 10+trap CR+ number of cats in the room to resist the compulsion.
Alternativly, the compulsion could be tried when the PC's hear/see the cats *as well as* petting them.


94. The Mud Room
The floor of this room shifts from rock to mud and back again every 1d2 rounds. Three badger-like clay golems (with Burrow speeds of 30 feet)swim around whenever the floor is mud, biting at the feet of whoever gets stuck.

Shadow Lodge

95. Worse than Castor Oil.

These 'traps' are actually healing potion with Strength sapping poison mixed into them. A favorite among alchemists and druids.


96. A vein of Gold Ore. 1-3It's in the ceiling, 4-6 it's in the floor. When you take out the 2 blocks in the floor roll reflex DC18 or fall in the 30 foot deep pit you created. If you fail the save in the ceiling 4D6 damage of gold ore rocks fall on you.

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97. Thief-A-Pult
This locked chest isn't trapped, the square of floor it's on is. If anyone steps on the 10' square, it catapults the character and the chest at the rest of the party. The first one hit takes 6D6 from the chest of rocks + 1D6 for every 50lbs of character including gear.

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98. Disappearing Act.

Works best inside a high place like a tower. A very obvious trap faces the party: a long, narrow corridor with nasty spikes on either side. Fairly obvious pressure plates on the floor. At the far end, a ladder going up to the next level. Beside the ladder is a lever in the "up" position.

The spikes and pressure plates are an illusion. The lever serves two purposes: first, it "disarms" the apparent trap, either by making the illusion disappear, or by fostering the illusion of the spikes withdrawing (GM's call). Second, it arms the real trap. When someone climbs up the ladder, their body weight causes the last few feet of floor, and the section of the wall against which the ladder is hung, to pivot on an axis such that the character is dumped outside the tower. The ladder is hung to support weight down ("down" in the sense of its original orientation), not up, so both the ladder and character go sliding off the wall section and into the empty space beyond.

***

This one worked like a charm for me recently. Reasoning that the lever was meant to be used by occupants of the tower's higher levels, they used Mage Hand to pull the lever. Then, satisfied that they had beat the trap, they didn't check again for traps at the ladder. The victim just happened to be the most agile of the lot (a monk), so when he rolled a 20 on his reflex save, he caught hold of the wall and didn't end up as lake-monster food.


Lvl 12 Procrastinator wrote:

98. Disappearing Act.

Works best inside a high place like a tower. A very obvious trap faces the party: a long, narrow corridor with nasty spikes on either side. Fairly obvious pressure plates on the floor. At the far end, a ladder going up to the next level. Beside the ladder is a lever in the "up" position.

The spikes and pressure plates are an illusion. The lever serves two purposes: first, it "disarms" the apparent trap, either by making the illusion disappear, or by fostering the illusion of the spikes withdrawing (GM's call). Second, it arms the real trap. When someone climbs up the ladder, their body weight causes the last few feet of floor, and the section of the wall against which the ladder is hung, to pivot on an axis such that the character is dumped outside the tower. The ladder is hung to support weight down ("down" in the sense of its original orientation), not up, so both the ladder and character go sliding off the wall section and into the empty space beyond.

***

This one worked like a charm for me recently. Reasoning that the lever was meant to be used by occupants of the tower's higher levels, they used Mage Hand to pull the lever. Then, satisfied that they had beat the trap, they didn't check again for traps at the ladder. The victim just happened to be the most agile of the lot (a monk), so when he rolled a 20 on his reflex save, he caught hold of the wall and didn't end up as lake-monster food.

These traps are supposed to be added to a room. I'm going to assume the actual room is at the top of the ladder, while the trap dumps a character into a room full of owlbears.


Goth Guru wrote:


These traps are supposed to be added to a room. I'm going to assume the actual room is at the top of the ladder, while the trap dumps a character into a room full of owlbears.

Sorry, I guess I missed that.

The idea is that a bit of wall with a ladder pivots with your weight and dumps you and the ladder somewhere else. Seems that could be added to any room.


99. Trap Door Trap.
There is a latched trap door in the ceiling. It's perception 20 to smell the turnips. If you open the door, turnips will begin to fill the room. About 10 cubic feet a round, and it takes a combined strength of 20 to close the door. Whoever was standing directly under the door will take 2D6 of subdual. If they were wearing a helmet, they are deafened for that number of rounds instead.


100. How Bout Dem Apples.
This looks like an apple tree with various kinds of apples. (Detect traps will tell you there is something weird about the apples. Knowledge nature will tell you this is a mutated mushroom that does not need sunlight to grow. The apples radiate magic.) There are 1-6 of each apple. They retain their properties even if picked. The little green apples will shrink a person who fails a DC18 fort save for a full hour. The nice red shiny apples will make you sleep 8 hours with the full effects of healing and spell regeneration. Once again DC18 fort. The golden delicious will cause a wild magic effect to the eater. Max 1 hour unless indicated otherwise. Anyone seeing the golden delicious will want it. PCs can make a will save DC12 to resist this, but monsters and NPCs can be gotten to fight each other over the apple. The northern spy is a tasty apple, that also functions as an amulet of inescapable location. If you eat one or carry one on your person it will counter even a mind blank.


Is this completed? I will start readying it for inclusion in the completed files. You can still add traps here, as many files have run over.


101: Mirror of Opposing Viewpoints
It seems to be a normal oval mirror, that radiates conjuration magic. As soon as someone spends an action looking into it their reflection will jump out and confront them. It probably won't attack, unless the original person is a complete pacivist.
DM Notes. When someone tried to create a mirror of opposition, and failed, they got this. The duplicate has the opposite personality in every way from the original. They will of course detest their clothes and weapons. They will try to join the party and talk the adventurers out of killing monsters and taking their stuff. This backward clone will persist till killed, as will their belongings. No matter what the original says, they will push the opposing viewpoint. If the doppleganger goes on to marry, have kids, then die, only they and their original gear will vanish. Anything they made, or did, will remain. Untill the doppleganger vanishes, the original cannot again be affected by such a mirror. Normal mirrors will show their reflection.

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Leave no pun behind.

The Exchange

So has anyone volunteered to do the Artwork for this one?


Chocking armor: This armor makes a grapple check on the wearer dc 40 str check to stop it. If the armor succedes it crushes the wearer dc 20 endurance not to go unchonious first round 25 2nd and so forth the wearer takes 2d6 bludioning and 1d6con posion, 2d6 fire damage & 1d6 piercing damage each round until he breaks out or dies. The armor then goes to a dragon hoard and hides their for its next unwitting victim. (It looks like a +12 adimante flaming spiked armor. (The spikes are filled with posion)


Nasty kobolds (or other small creatures) lead adventurers further into their lair while enraging the party by continuing to fire crossbows/arrows/spells at them and running away, always staying out of reach at the end of long, narrow corridors.

Eventually, the lead PC reaches a slightly larger room with a pressure plate on the floor. When triggered, it casts Enlarge Person on the character, trapping them in the room since they are now too large to squeeze out in any direction. Meanwhile, the mischievous creatures stop and turn to fire at the player's feet and knees.

When they finally get through the room, they reach another pressure plate that causes both Reduce Person and Gust of Wind to first shrink and then fire the now small player back down the corridor, through the room with Enlarge Person, which gets reset as part of this action.


yeti1069 wrote:


103: Nasty kobolds (or other small creatures) lead adventurers further into their lair while enraging the party by continuing to fire crossbows/arrows/spells at them and running away, always staying out of reach at the end of long, narrow corridors.

Eventually, the lead PC reaches a slightly larger room with a pressure plate on the floor. When triggered, it casts Enlarge Person on the character, trapping them in the room since they are now too large to squeeze out in any direction. Meanwhile, the mischievous creatures stop and turn to fire at the player's feet and knees.

When they finally get through the room, they reach another pressure plate that causes both Reduce Person and Gust of Wind to first shrink and then fire the now small player back down the corridor, through the room with Enlarge Person, which gets reset as part of this action.

Monsters, room, and a trap all together. That qualifies as a booster pack(with a Unique Treasure, Discovery, and a piece of Dungeon Clutter). Otherwise, it leads off from the selected room. For a unique monster you could make them part Imp. :)

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Leave no pun behind.


104. Big red button on the wall

Do not Push:
1D6 electrical damage a round. DC18 escape artist check to pull your finger off the button.


Had another interesting trap that I used a bit later:

The PCs come to a sort of drawbridge ramp (lowers to the main room they were in, and leads up to a guard post leading to another district of the underground city they were exploring). At the bottom were some corpses, and a high enough Perception allowed the players to note that, among other injuries, the deceased had holes through their feet.

Anyway, up the ramp is a guard station which consisted of a portcullis in front of them, leading onward, and a guard room on either side that looked onto the space between them through prison-like bars (think similar to an Old West-style bank teller's counter). Undead guards inside the post flip a switch that both raises the ramp behind the PCs (almost entirely closing the space off) and causes spikes to pop out of the floor. Any PC that fails their save gets pinned to the spot and takes damage. Can't recall the exact mechanics, but the trap was from either the DMG 3.5, DMG 2, or PF Core (can't recall when the game took place). Meanwhile, the guards were all equipped with polearms and crossbows that they could use through the bars to attack the players. I think I also used some kind of special skeleton that could climb on walls and ceilings to attack the PCs from above.

The Exchange

This one is full.


Rats in the walls:

At the base of a stone wall a block of the stone can be removed, leaving a space wide enough for a medium sized, fairly broad shouldered creature to crawl into. By shining a light source into the darkness of the revealed passage, the glints of multi-hued gemstones about 3 or 4 yards in can be seen. This is no illusion, and a detect magic cast will reveal the stones, or at least some of them, to be dweormered.

If a character crawls inside to retrieve them, the trap is sprung. Once his feet clear the boundary of the opening behind him, his weight triggers another stone (that cannot be moved by players still outside) that slides down and reseals the opening. Ahead, the sound of stone grinding releases a swarm of half starved rats into the passage. The player cannot go back, nor can he fight effectively because of the lack of space and his awkward position. The player is eventually killed and consumed by the rodents.


You newed to make the disable traps roll to know how to prevent the stone from sliding back. Also to figure out the reset happens when the weight is removed from the trigger. If someone tries to make excuses as to why they get off the trigger, then you can cry metagaming.


Bumping because someone created another Gold Bug.


How about 100 Expected Traps?


Goth Guru wrote:

Moving on...

62. Shiny Door
This door is made of a strange metal. It has a lock, handle, and hinges extending far into the sorrounding stonework.
GM Notes: Detect magic will reflect back at the caster. So will all magic, attacks, and even powers. A failed lock picking attempt will only jab the Rogues hand for a point. A knock spell will unbuckle the caster's belt. A 20 pick locks result will open the door. Inside is a monster with a high CR, a piece of the font, a treasure, and a discovery. The monster's normal treasure will be converted into a weapon.

The keyhole is triangle shaped.


Best trap ever: free gold!

DC 5 Perception check to notice a gold coin lying on the ground.
DC 10 Perception check to notice the sharpened stick sticking out of the ground right behind it so you don't stab yourself as you pick it up.
Stick deals 1d3 damage + dysentery.


Goth Guru wrote:

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."

I've been told Knowledge Dungeoneering is necessary to ID an aberration. Wherever you think mimics come from.


#105: "The Smell of Burning Heir"

It's a signed, notarized document designating that whoever bears the will as one of the heirs to one of the richest man in (insert nearby city here) who died a few days ago. The death was totally natural, old age took it's toll.

At the reading, all the heirs will be told that 1 week from then, the entire fortune will be divided between those who show up at the base of (insert nearby mountain/large hill/other large land area here).

The dead man's other heirs are all people who he hated, which seems very strange to his butler (Very high Bluff or Diplomacy check to find this out. A good butler doesn't reveal secrets). The man's home is left to the butler.

After an adventure where the other heirs either try to kill the others themselves or hire mercenaries to do so, the PCs and anyone they've made peace with will be ready to hear the final will.

It's a treasure map leading to a cave with a permanent Antimagic Fieldin it. As the party goes further down, the light fades until even Darkvision doesn't work and they have to break out torches.

It's here that the treasure lies: millions of Gold Pieces worth of Alchemist's Fire and oily rags.

Unless you want everyone to die, you should establish a way for the PCs to get out, but the place should explode.

The whole thing was one last bit of revenge.

For their trouble, any other heirs the PCs either let live after their murder attempts or rescued will pay them to leave the city so they can put the whole thing in the past.


The name on the document should be the biggest combat monster in the party. Also, when, if, they get home, it will be ten minutes after they left.

If the person who is listed is highly resistant to fire(maybe a young, red, dragon, with a hat of disguise) all the better. The document was specially cursed to follow that one person.


106. For I am the worthy one!!

Player finds the stereotypical sword in the stone.
It is difficult, but not impossible, to free (no particular requirements).
Turns out to be a moderately powerful magic weapon (scaled in power for the level of party).
Owner finds it to be a very useful treasure. It even glows!

The catch: Forging process included radioactive metal. Over time, the owner finds their health suffering from it (radiation poisoning).
The damage is subtle and builds up over time.

Oh; the stone it was found in, had large amounts of lead in it.
The sword was kept sheathed in it for safety.

(I had this one pulled on me back in the day)


107. No Really! It's Worth Keeping.

Another (trap?) sword. Another on I had at one time playing.

After a tough fight, my med/high level fighter found a magic sword.
+4 sword of sharpness (1st edition). Pretty awesome.

The sword turned out to also be intelligent and could speak (audibly).
It was also an abject coward. If I could not win a test of Wills, whenever I tried to use it, refused to let me unsheathe it, or tried to twist itself from my grasp the whole fight.

Either way, it loudly protested any thought of being used in a fight.
"Aaagh!!! What are you doing?! Run away!! You're not sticking me in THAT thing! That's disgusting!
Help! Anybody! This murderous thug is trying to get me killed!!!

You get the picture.

So, our respective Ego/Will scores meant that on average, the sword would win out about 20% of the time. But since (when I was in control) it was so dang useful, I couldn't bring myself to part with it.
The party tried to have me get rid of it too. Mainly because, even if I had control, its protests and screams tended to attract more monsters.


106, they might be sick for a week, then get a mutation and a defect.

107, I think is great fun. Some monsters might try to sunder it just to shut it up. :)


Goth Guru wrote:
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.

Have the gems be part of some elaborate artwork with many gems that aren't traps as well?


108.) The Paranoia Tripwire: This tripwire does nothing at all. It doesn't activate anything, and is connected to no mechanical devices.

Now try convincing the players that this is true.


Sinister Stan: Schemer Supreme wrote:

108.) The Paranoia Tripwire: This tripwire does nothing at all. It doesn't activate anything, and is connected to no mechanical devices.

Now try convincing the players that this is true.

Substitute this for the click tiles when they get used to them.


Goth Guru wrote:

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.)

Big fan of this one lol


bump


It's a Trap!
These booster packs have a googly eyed fish face on the front saying the title in a word balloon. There are 2 main ways a pack can enter play.

During Cleaves rummy you can put a pack in front of another player, then they must place all the contents before they can win.

The GM can place a post it note with a warning to all PCs not to do a certain thing. If anyone does the thing, the GM opens the pack and places the traps in all possible paths, including retreat.
1: Mirror of opposing viewpoints, unique, see above.
2: Chocking armor, very rare, see above.
3: Nasty Kobolds, unique, place between 2 rooms.
4: Big red button on the wall, rare.
5: Drawbridge ramp. Unique.
6: Rats in the walls: Unique.
7: Free gold! common.
8: The Smell of Burning Heir. Unique.
9: For I am the Worthy One. Unique.
10: Worth keeping. Unique.
11: Paranoia tripwire. Common.
12: Portable hole. (It contains 10 very hungry ghouls.Better win initiative to close it before any get out.)


12: is rare, like the item.


Bumping

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