Indoor traps that restrict movement


Advice


I'm looking for a trap that could be placed on a door - with a workaround for non-intruders - that restricts movement of the intruder. Is there any reason a snare trap can't be used indoors? (I don't really have any idea how most traps actually physically work, so apologies if this is a stupid question)


There usually isn't the same sort of fallen branches/vines on the ground to camouflage a snare trap indoors, but with a different scheme to hide it it should work.

The obvious way to restrict movement indoors would be to drop a portcullis or something behind the intruder. A workaround might be a secret exit from the chamber this creates.


The classic snare trap often uses surrounding natural components, and is disguised using local material as well. Difficult to do in a typical stone corridor, unless extra measures are taken to adapt to an indoor environment, or there is enough loose materiel around to hide a typical snare (mushroom patch, garbage, roots or vines intruding/growing through the walls..

On good work-around for a door trap, is for the 'authorized visitor' to avoid it altogether. For that, I like to use secret doors (outside any trap effects) that allow the traveler to bypass it (parallel corridor).

To both prevent detection, and to hamper intruder movement from the get-go, I'm a fan of standing water (2-3 ft.).
It slows a party down, makes it near impossible to see any tracks, trap triggers, or secret door scrapings, and as a bonus - provides extra difficulty to those halfling and gnome characters.
And it's a great catalyst for player-paranoia. No-one like to walk through a corridor where they can't see the floor.
Want to search for traps? - Got a snorkel?

As to the door trap; there's several routes to take, depending on what sort of hampered movement you want.

Standing in 3 feet of water, an opening pit becomes more fun. If the pit is water filled, those armored adventurers are going to sink like a stone. It it's not, then water from the corridor rushes into the space, "flushing" all nearby victims down the drain.

For dry corridors: Instead of gas or poison, a trapped door can shoot forth webs, or tanglefoot-type adhesive, that entangle the players.

The handy-dandy dropping portcullises close off other routes.

Most adventurers can get past it with healing magic, but the punji stick type trap that targets feet/ankles can hamper movement until healed. A corridor flooring stone on a pivot, drops a foot into a space where spikes/blade/bear-trap can damage lower extremities.

On a door, spring loaded spikes can pop out low to take out shins/knees (hope that rogue checking for traps isn't kneeling - ouch).

Moss/mud/grease #slippery s**t on the floor.
Look up effects of ice or grease spell for how difficult it is to move through such substances.

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