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Sissyl wrote:Lithium isn't going to be a very impressive trap. It would fizz a bit, is all. Potassium, however...Go farther down the column--Cesium. Francium is probably even more reactive but it's far too radioactive to put in the urinal.
Lets just cut out the middle man. Build your evil desecrated temple full of undead out of rock infused with uranium.
Make the urinals out of lead.

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Making important things out of Viridium (an in-game radioactive material) could be a fun option.
On that note, viridium caltrops hidden in shallow, fetid water. Leprosy (DC 12) plus Filth Fever (or worse) to deal with. On a crit, add Greenblood Oil poisoning to the list. Whether or not you have them encounter undead in the same area is another option.

Mark Hoover |
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Making important things out of Viridium (an in-game radioactive material) could be a fun option.
On that note, viridium caltrops hidden in shallow, fetid water. Leprosy (DC 12) plus Filth Fever (or worse) to deal with. On a crit, add Greenblood Oil poisoning to the list. Whether or not you have them encounter undead in the same area is another option.
If you do have them encounter undead, give them skeletons. Their immunities and DR allow them to ignore the caltrops so they move at full movement through the area. Lastly the head of each skeleton detatches and flies as a Beheaded. If the hallway is decorated with ossuary designs it is a a Beheaded swarm.

Chyrone |

If you do have them encounter undead, give them skeletons. Their immunities and DR allow them to ignore the caltrops so they move at full movement through the area. Lastly the head of each skeleton detatches and flies as a Beheaded. If the hallway is decorated with ossuary designs it is a a Beheaded swarm.
Burning skeletons.

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Go through a collection of The Far Side comics (Weiner Dog Art, The Chickens Are Restless, Unnatural Selection, take your pick, although that last one has something extra-special in it), and put just about anything from there in your dungeon - or make an entire dungeon themed on it!
For example: After killing a minotaur, the PCs find its toolbox. Inside are tools only a minotaur could possibly guess the purpose of.

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There's an entire book of fun things to put in dungeons coming from Goodman Games and Flying Buffalo:
Grimtooth's Ultimate Traps Collection
52 hours to go, help us reach the final stretch goal of $130K, so that it can include the final Grimtooth's Traps book, Dungeon of Doom. Every GM should own a copy, even if only in PDF.

Sissyl |

Go through a collection of The Far Side comics (Weiner Dog Art, The Chickens Are Restless, Unnatural Selection, take your pick, although that last one has something extra-special in it), and put just about anything from there in your dungeon - or make an entire dungeon themed on it!
For example: After killing a minotaur, the PCs find its toolbox. Inside are tools only a minotaur could possibly guess the purpose of.
I maintain that one was a saw.

Chyrone |

Two monsters in a small side room having sex. Maybe one of them's a humanoid monster, while the other definitely isn't. They don't become hostile when the party enters, but one of them shouts "Do you mind?!?" and kicks the door closed in their faces.
Sorta just now, save for the lack of hostility and the two being a normal man and woman in underwear. The party had even summoned a skeleton to take any hits from opening the door. So indeed the man slammed the door shut and used it's slide-lock.

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An cryptography/lockpicking puzzle consisting of a narrow hallway called "The Key" with regularly-spaced alcoves to each side containing statuettes that can be turned to face any of the four cardinal directions, a larger room called "the Lock" with small adjoining cells spaced just as the alcoves in "The Key" containing gemstone altars with letters carved into them, and a stone face guarding a fantastic and/or important treasure that demands a password that is determined by turning each statuette in "The Key" to the correct direction, and applying those directions as directions in which to rearrange the letters on the altars in "The Lock."

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A room containing a perfect recreation of the entire dungeon. Miniatures of the remaining monsters and the PCs as well. Any time a PC or monster moves, their mini moves as well. Moving a mini will forcefully relocate the corresponding subject.
Moving a miniature that is not part of your team (player/monster) will cause an automatic Double Helix Magic Jar effect on both parties, switching their minds.
The dungeon's boss is spawned when the PCs find it's miniature hidden in the dungeon and place it upon the board. See above for the added result.
The boss refuses to touch the game board under any circumstance.

Tacticslion |

hears a thread from a few years ago i found a while back and thought i'd post the url here
linkified
Five months later... link fixed!

anthoncan |
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I'm Hiding In Your Closet wrote:A little toy gallows with a box of Scrabble-like wooden letters beneath it; if a PC investigates, they find themselves inextricably transfixed into playing a game of hangman; you then actually play hangman with them - if the PC wins, they get an awesome reward, and if they lose, they turn into a little wooden figurine of themselves hanging from the little gallows.I just stole the hell out of this.
me too !

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A stone block falls from the ceiling landing on a party member; blood begins to pool out from under the block. The stone is actually hollow with bladders around the bottom full of blood. The pc inside the stone is fine, but stuck. The pc's outside beleive their friend has just been pasted and move on. later; baddies come and remove the stone and take the pc captive.

Mystically Inclined |
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Having read over the first 3 pages of this thread, I came up with this idea as a way to take all of the particularly evil suggestions and throw them all together.
A party is sent to retrieve an item from a wizard's tower. Research indicates the wizard had made a name for himself as a teleportation specialist. He basically performed magical taxi services at reduced rates for 20 years, before mysteriously disappearing. The party's employer believes that the wizard was able to perform these cheap teleportations through the use of a magic item, and that's the item which the party is being sent to retrieve.
The party arrives at the wizard's tower to find that it's a giant spire with no entrances. No doors, no windows, no openings of any kind. The front door appears after the party circles the tower x number of times (where x is whatever number most appeals to the GM, possibly done walking backwards or quacking like a duck).
Once the party passes through the door, they are teleported to a giant open room with checkered tiles. These are teleportation tiles which promptly send the party to... a giant open room with teleportation tiles. What the party doesn't realize at first is that this is an entirely seperate room that has an entirely seperate path which winds through it. Teleportation tiles from room A lead to the beginning of room B, and vice versa. Just to be particularly evil, the paths of the two rooms begin exactly the same before suddenly splitting into two different directions. Every now and again the party will encounter a tile that doesn't teleport them to the beginning of the next room. Instead, it teleports them to a different room which they have to pass through in order to return to the teleportation maze. These rooms contain magic fountains, and giant living chess sets, and a pillar with a bunch of metal things glued to it which opens into a kobold den. There are also traps of all kinds... and 'traps' which are magic auras or otherwise don't do anything... and ducks. So many ducks.
I'll call it The Tower of Skirroo-Yu, named after the maddened teleportation specalist who made this place his home. ^_^

Aaron Bitman |
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A giant metal ball trap, and a metal foot to kick it into their smug faces if they avoid it.
They ended up taking the metal foot from the wall, and it actually helped them to escape the dungeon... by getting a foot in the door.
For a second, just when I glimpsed the first sentence, I thought this was supposed to be like the board game "Mouse Trap", with a Rube Goldberg gadget that includes a mechanical foot made to kick a barrel, releasing a metal ball inside that rolls into the next step of the trap.
But no, the next sentence makes it clear that wasn't the joke at all.

TheMonocleRogue |

There's a room with a small spherical object encased within a force cube sitting atop a pedestal. Upon its surface are what looks like buildings, trees, lakes, and other lifelike things. The most striking of objects on the sphere is a portal that looks very similar to one in an adjacent room.
Walking through the portal in the adjacent room transports you to the sphere's surface which is actually an entire planet shrunk down to three feet in diameter. This strange demiplane was the creation of a wizard who retired from adventuring so he could re-create his adventures on his own demiplane, though he died of old age before he could complete his creation.
Entering the portal causes the demiplane to malfunction, slowly destroying portions of itself until it implodes entirely. The only way to escape is to find the dead wizard and use his research to fix the damaged demiplane and return safely.

Azten |

The Scenario: The child of a powerful wizard turns 12 years old but his father won't bother to celebrate his birthday. Since no one will celebrate he decides to use a bunch of planar binding scrolls he stole from the powerful wizard to summon demons to celebrate his birthday. The demons are summoned, overpowering the wizard and forcing him into the basement. They see the kid and think "This kid summoned us? We should fulfill his request at once!" so they end up sprucing up the rest of the wizard tower in a birthday theme and send an invitation to the PCs.
The Objective: Free the wizard and defeat the demons before they leave their bad influence on the child or possibly kill him.
The Scenery: Lots of confetti and ribbons everywhere. Presents containing the body parts of animals. A half-fiend mimic disguised as balloons. A cake that's poisonous (bonus points if a succubus jumps out of it). The rest is up to you so long as its festive.
Fun add ons.
Stirge Swarm in a piñata.
A swarm of toy soldiers that also have a ranged attack(bows).
Amber Oozes with the Young Template disguised as ice cubes in the punch bowl.

Goth Guru |
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A sword that glows blue...because it's radioactive. Make a Fort save.
Fail and you get cancer. Succeed and you get a random mutation.
A lot of these have been cross posted in The Cleaves. I haven't read this all yet, so I don't know if anyone has suggested click plates yet.Clickplates: Metal plates that have been enameled to resemble part of the floor. When stepped on they click, like a trap trigger plate. They are not connected to anything, so they just alarm the PCs.

DM Under The Bridge |
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A very cruel one I heard of, and this is not mine but I have modified it, is to have the players face the villain/boss in a dungeon, but he is not alone. He is "covered" by ranger archers, which strike from the sides behind cover and above the entering players. It is designed in such a way that they can fall back and if one cell or side is compromised, it doesn't mean the others can be killed in melee or blasted/save-or-sucked all together. Could go rangers favored enemy some of the party, could go fighter ranged specialist, could go high str archer barbarians. It is a setup for a lot of skirmishing, and to try and take the boss means exposure to sniper fire. There is also healing up there in the tunnels for archers.
T=tunnel not connected to the level the player's are on, it is above them, does not connect to the other archers.
A=archer
B=Boss
P=Party as they enter.
___T__T__T___
___A__A__A___
P
P___A__A__A___B
____T__T__T___
The kicker? This doesn't happen until the party have faced foes and such that have caused dexterity drain.

DM Under The Bridge |

A dangerous treasure room. The ceiling is quite high and the players can see from the doorway, that there are chests and items strewn around and particularly nice items next to statues to the left and right.
In the centre of the room looking up there is a metal grate on the roof, behind it is a beholder. The beholder has cover and an excellent vantage point to blast/ray anyone entering the treasure room to examine the items.

Tacticslion |

Also, this (either way you choose to take the suggestion), or this (especially if it's nice and crowded with normal-ish 80's-like teens), or one of these (how does it fit in a Dungeon anyway?), or these guys. Of course, this could be your ultimate villain (after all, "It's so bad."...)

Goth Guru |

I'm thinking of creating a small village as the final room for the Cleaves. There is a farm, blacksmith, small manor turned boarding house, Curio shop, possibly a bakery, and a wayside chapel. Just beyond the city limits are wandering ghouls. The village is affected by 1D6 positive energy channeling. All the doors to and from the cleaves are in the village. There's one in the back of the barn. one in back of a large wardrobe in the manor, and a side door in an outhouse(extra points if characters open it while it's in use). The village folk will all try to convince the characters to stay. They will say the Cleaves is lethal, it's too hard to get home, and they know people who went back out into the Cleaves and never returned.
GM notes: The town elder is actually a Fen who has evolved into a living god. The village was originally made in a world overrun with undead as a place to study other races. It's a terrarium of sorts. Most of the Fen have ascended beyond mortal comprehension. It's by the Elder's force of will that the planet doesn't crumble from negative energy. The villagers should be based on whiny babies who think their class is underpowered, or the Cleaves is too lethal. If characters want to help out with the farm work, get a good night's sleep, recover from their injuries, and then set back off into the Cleaves, this is a good place to make their temporary base. They can also go hunt ghouls and raid abandoned buildings out beyond the limits.
For extra messing with characters, you can bring in someone who wants to play Alice or Mad Max. The other characters will wonder if they are a PC or an NPC plant.

DM Under The Bridge |

Poor innocent non-combatants working for the big bad deep in the dungeon. They are frightened and do not wish to fight. If attacked they activate switches at a nearby shrine (assuming they aren't just fireballed before they can do it) and each switch summons in a winter wolf. It is possible for many winter wolves to be summoned in this way.
This killed a player.

The Indescribable |

Loren Pechtel wrote:Put it in the world's first air-conditioned dungeon.Kthulhu wrote:Unfortunately, it also reacts with the water in the air, it's not going to stick around to be a trap.Stolen from a update for the Grimtooth's Ultimate Traps Collection:
A urinal with a block of lithium in it.
(lithium reacts explosively with water)
I'd say put it in a pharoah's tomb (or equivalent.) All the suspension of disbelief you need.

Neongelion |

The first boss of a dungeon for level 3 characters is a golem with the incorporeal and swarm templates. Watch players fume and rage that this enemy was out of nowhere and they literally have no way to attack it.
All they have to do is make a Perception check to notice an out of the way lever. Pulling it deactivates the ghost swarm golem and reveals a secret door where the golem's creator is hiding: a terrified, now defenseless kobold wizard.