This week on the Campaign Trail I wanted to share some traps and hazards I have used in my campaigns. If the player wants to deal damage to anyone who enters the room instead they could have a taught rope be attached to the door handle and a heavy crossbow trigger.
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A façade of a screaming devil stares down into a red pot filled with approximately 100 copper coins in the middle of the room.
D&d trap room. Puzzles That Require Teamwork. Rooms With Various Traps. Taking inspiration from pulpy fantasy novels pit traps and swinging bladed pendulums were introduced into the DD lexicon.
Under the cover of darkness a set of scything blade traps attack everything within 10 of the center of the room. By Mike Shea Sly Flourish Last updated 3. Organized and curated links to great content about DD traps puzzles.
60 Dungeon Puzzles for you. The players might also be given the opportunity to. Whats considered deadly at level 4 is a setback at level 11.
Mysterious and Dangerous Encounters. The only way to actually escape is to jump into the. Lay out areas in a linear way first where solving one puzzle will yield the keys to solving the next.
This is a hilarious and fun puzzle thats more of a practical joke than anything else. Once the door handle is. A Collection of Traps Hazards DD 5e Shawn Ellsworth.
If someone manages to jump across the other side the door is booby trapped with explosives. 100 Dungeon Puzzles Mysteries. The trap is activated as soon as more than one person is in the room.
A pit stretching down into darkness in the centre of the room with a door on the other side. Dungeons Dragons and DD are. How to use this random dungeon trap concocter.
On Tricks Empty Rooms and Basic Trap Design. It is best to use this before players enter a new area or just as they are entering it. Next define in which order you want PCs to be able to unlock each area.
The Obvious Pit Trap. Poking around on the ground in front of you with a 10-foot pole is. Regardless of the specific kind of pit trap the best way to deal with them is through early detection.
A fake trap with a trapdoor by the disarming mechanism. The solution is simple. The DC to spot the trip wire is 10.
Door with talking head. The DD 5th edition Dungeon Master Guide and the published adventures provide us. A successful DC 15 Dexterity check using thieves tools disables the trip wire harmlessly.
A devious torch that deprives you of light when you most. The top of the trap might lock back into place trapping you inside of an underground box. A trap that rusts openly carried metal.
A modified glyph of warding focused on disabling single targets. Simple puzzle drove the party mad. DD player traps have to be simple in order to set up and take down easily.
The skys the limit when it. See the table below for ideas on triggers. Door Puzzles and Traps.
A raging inferno of Silver Fire erupts in the room damaging all occupants not inside the glowing cirlce of runes. Unfortunately when activated only being INSIDE the circle protects one from the ensuing blast. This element is especially important for a DM to consider as a too-difficult trap will frustrate players and a too-simple trap will be brushed aside as a waste of time.
It might have spikes a pool of acid or lava or even a gas chamber at the bottom. Check out 101 ideas for the following types of challenges. Define the order of exploration.
The world your players are exploring should be filled with dangers other than monsters. Obviously the room PCs enter should contain all the keys and the keyhole for the first puzzle. It has a terrible atmosphere for non evils and exhilirating for evils.
A trap that makes the room practically come alive. Symbols are spread across the head of the door in front of them usually with between 10-30 symbols. Sometimes players have their own homes and fortresses.
The room itself is small and barren with only an altar dedicated to Orcus with an enormous desecrated black and rotting goat head in the center. A glowing circle of runes on the ground tempts the victim. Touching or reaching.
By Owen Davies Greedy Devils Magical trap Simple trap level 1-4 setback Description. When the trap activates roll on the following table to determine which effect the room imposes which affects all creatures in the room and everything they are carrying. WallyDMs book of puzzle encounters.
Rune of Warding. Trap Idea 1. Just wait it out when the spikes reach button level the trap ends and the doors open.
10 The Count Down. Even though the rules dont provide much context for traps outside of damage you can have many non-damaging effects like locking people in rooms poisoning them casting any number of spells on them. The blades retract as soon as the room is unoccupied at which point the darkness appears to drain back as if through a portal.
Randomly generates a trapped room for dungeon delving adventures in DD. On Traps and Tricks. The players stand in a room furnished with thematic objects of the DMs choice to set the scene.
And with a little bit of prep a good trap can make any encounter a lot of fun. The traps often consist of things that you will need to describe to the players. The table below should give you an idea on balanced traps in terms of difficulty.
Within the mouth of the screaming devil is a door that is painted black. The trip wire is 3 inches off the ground and stretches between two support beams. Here are five traps just waiting to be used.
This trap uses a trip wire to collapse the supports keeping an unstable section of a ceiling in place. Button in center of the room pressing it starts the trap and locks bothall doors the roof start s to come down covered in spikes pressing the button again resets it. There are some bone fragments and a skull on the floor.
A successful DC18 Arcana check determines that the room is possessed of an unstable magical aura. As you can see traps can scale quite a bit over the course of a game. Pit traps are almost old news.
Rune of Animation. The darkness and shrieking is illusory but the scything blades are real.
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