Making Dungeon Traps



INTRODUCTION

Traps in dungeon are important. They come up in rooms 5% of the time with a treasure, and can also come up as a trapped door or an ambush. I like my traps to be telegraphed A LOT. The reason for this is not to make it easy on the players, but to tell them "there might be a danger here". They don't know if it's a trap, a monster, or a trick, but they know there is danger. They still have to find the trap intelligently and disarm it, sometimes getting killed in the process, but that's up to them. I prefer this than having anything that either slow down the game (having someone poke non-stop everything with 10' pole, even if I know I will get FOE with this), or force my players to inaction (having suspected traps everywhere without a guess on where it can be will diminish player's interaction with the dungeon, not enhanced it IMO). To do this, I will have both traps and elements that will help to reveal it if the players are picking them up, such as trigger, danger zone, corpse, detritus, active warning and other signs of the same type. I will be honest, I do not remember where I took this system: another blog, a book, etc. ? Whoever it is, credits to you.

There is a lot of good OSR blogs with traps and stuff taken sometimes as "obstacles", and especially old school resources that deal with. You can also search only for interesting "challenges" instead of traps. Maybe I'll do something on challenges at one point.  There is also some youtube challenge with puzzles that can be used sometimes as challenge/traps.

Also, I like my traps to be like monsters. First time you encounter a Medusa for example, you might be for a world of hurt. But if you acquire the right item, and/or can fight blindfolded, that knowledge of combat by the players can save them and make the challenge easier. Their character level increase but also their knowledge of the world. For that reason, I try to put very few types of traps and focus on copy-pasting them, based on either monsters making them or architecture (i.e. each ancient culture favored some traps). That way, players with experience can expect some kind of traps in a type of dungeon (I'll be honest, they don't, but at least it's out there for them to do so).

Disclaimer as I always do. What I present here is not something I find "better" than what is presented in old books. Rather, it's just better suited to my needs, and it's influenced by it.

TRAPS
This is my "base list" of traps that I use. The reason the elements of the trap are numbered is because I will make those more obvious. Not necessarily visible outright, but at least observable or noticeable. So everytime I put a trap in a dungeon, unless I already have an idea of the room and what would be more appropriate, I roll d6 to determine the element to be put in place. In theory, I could put more, and I do sometimes, especially since the trigger is supposed to be present in any cases. Those make 10, so it's d10 to generate.


NameTrigger 1Danger Zone 2Corpses 3Detritus 4Active Warning 5Other Warning 6
1SlicerPressure plateLenght of hallwaySlicedSliced ratsNiches with scythesDistant woosh noise in the room prior to this one
2Poison spray showerLever10 ft squareAgonisingly meltedMelted helmetAcid pits on floorBad smell in room
3Sleeping Gas chestSwitch in the chestRoomSleeping rats in the cornerDead rats that die of malnurishmentSmall holes in the bottom of the wall for the gasStrange smell in the room
4Spiker roof (aka Predator trap)Tripwire5 ft, human heightSpiked skeleton on the floorWooden chip and spikes nearbyHidden spikes on the other side of the trap on the ceiling
Light coming through that can make the spikes or wire apparent
5Snake pitPressure plateAt the bottom of a staircaseBitten/poisonned corpseCorpses of snakes outside of itSmall plate on the walls, small holes in the floor"Hissing" sounds
6Crushing hallway boulder (aka Indiana Jones)Pressure plateAll corridor, up to 100' Crushed skeletonHugeass rock at the end of itOpening at the end of the hallway on the ceilingDark stain on the floor, rock chipping on the walls
7Dart TrapProximity (magical)5' in front of the object it protectsSkeleton with little darts aroundDarts on the groundTons of small holes beside the objectsDetect magic
8Pit Trap 10' deep /w spikesLid (150lbs)10' squarenilTorch lying on the ground (whoever fell last dropped it)Lines and creaks on the groundFloor will wobble at 149 lbs and less
9Recessed Arm Scythe (protecting a door)Latch (pull in a hole to "open the door")Hand is choppedHand corpseInstruments use to pull it choppedThere is another small hole to actually put a key in it
There is a hole up of the level (where the blade comes through)
10Wall spearsTripwireSide of a wallSpeared skeletonWooden shaft on the groundHoles on the sideWind coming from the wall (holes are letting it through)

OTHER TRAPS AND POINTS

But there is other traps you can have:

  • Creature trap: trap that make creature pop up, ambush, open a gate, portal, etc.
  • Explosion: as the name implies
  • Falling items: falling block of stones, etc. 
  • Gas and potion: have your humanoid attach gas potions to ropes that the players WILL knock down without looking and be drown in acid (true story)
  • Fog: you can have those do plenty of stuff, like being a normal fog (will still scare player), a "random emotion fog" (can trigger them into confusion), poison gas, etc.
  • Illusion: illusion floor that makes you drop to your death is a classic I'd say
  • Light: flashbang
  • Alarm: what worse than having the whole dungeon now getting to you ?
I also like having tricks or traps that deal other effect than death, such as:
  • Ages 10 years
  • Reset other traps
  • Animate the weapon of the bearer to attack him (it was fun, true story)
  • Causing a magical "cancellation" on all object of bearer for X hours
  • Enlarge/reduce
  • Teleport elsewhere in the dungeon
  • Become invisible, mute and paralyzed
  • etc. 
TRICKS
Tricks are stuff that look like they can be interacted with (magic item, chest, trones, etc.) but can be problematic for the player if they are too curious and not cutious enough. 

You could have your tricks bound to something else interesting, such as:


TYPESExample/Description
1Baitpart of a monster, forcefield crown*, etc.
2Boon/Baneaccording to the alignment and class, something positive and negative
3Confusion/Misdirectiongolden platter with yellow mold, monster not what it appears, medusa as a crying women, golem covered with gold (looks like a statue), etc.
4Defendedanimated furniture, fill with water, etc.
5Puzzlestone statue missing an eye that reveals a passage (a monster stole it), etc.
6Queststatue/book/NPC/Ghost that indicate a clue on how to vanquish a monster elsewhere in the dungeon, a door that needs a magical key elsewhere in the dungeon, etc.
7Secreta hidden secret that could be revealed later because the mecanism will be found on another same-type secret further in the dungeon (meaning player could decide to go back to unlock it when they learn it)
8Shinysomthing nice that does nothing (ex: a dragon skeleton within a crystal)
9Toolsdoes something neutral (ex: putting a rough gem transform it into a perfectly cut one, a statue that repeats what you say in another obscure language, etc.)
10TransmutationModified reality (water sharp like razor, false food, etc.)
11TransportTeleport elsewhere
12TreasuresTreasures


Or you could tie them to features and effects (both column are not linked, you can roll d20 for each and apply as per). 


FeaturesEffect
1AltarAges (1d10 year)
2ArchAnimate itself
3CeilingAnimate user weapon
4Fireplace/fireAppear/Disappear
5FountainAntimagic (in the room)
6Fresco/mosaicElectric Shock (1d10 dégât)
7IdolAsks password
8IllusionDirects towards...
9MachineEnlarges/Reduces itself
10PedestalEnlarges/Reduces user
11Pillar/ColumnFlesh to stone
12PoolGaseous
13RoomGreases
14StatueGreed-producing
15VegetationRelease coins/gems
16WallRelease magic item
17WellSlide
18FurnishingTeleports
19Force FieldReduce stats/HP
20DoorRemove magic from item


CONCLUSION

Traps and tricks can be fun, but especially if 
a) they lead to something else that can be conductive to play and fun
b) are telegraphed just enough that players have to PLAY the challenge instead of passively receiving it



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