Links to some of the best TRAP WEB PAGES:
Pulsating Stone:
The setting can be in any long cavern or hallway. On the wall is a small opening, just large enough for a hand to fit through. Inside the hole is a pulsation blue stone. When the PC tries to get the stone out he finds that he can't get his hand back out while holding the stone. What happens is up to the DM. An example might be the floor and ceiling dropping down like an elevator with your hand stuck in the door.
Contributed by @CiDpHrIeK (acdphrk@cyburban.com)
Flour Floor:
The floor of a room is two feet below the level of the doors. Filling that space is flour, packed fairly tightly. As the party moves about, flour gets kicked up and floats about. The effect increases as movement increases. (1) Visibility is shot. (2) There is a small chance of a PC suffocating (asthma?) (3) Any large amount of airborne particulate is flammable (as in grain elevators). If the party has any source of flame (torch, lantern, pipe), the air will ignite in an explosion that makes Fireballs look like matches.
Contributed by Pietro A. Semifero (SEMIFERO@USA.PIPELINE.COM)
Gelatinous Cube Hall:
An area of the dungeon is sealed off and a gelatinous cube roams the halls. The hall is dimly lit (if lit at all), making the cube nearly invisible. As the characters enter the room and proceed down the hall - an illusion starts behind them of hundreds of poisonous snakes (or whatever) pouring out of a trap door in the ceiling and coming in their direction. The players high tail it away from the snakes, only to splat into the gelatinous cube, who almost surely has surprised them.
Contributed by Steve Bartell (STEVEBAR@WORDPERFECT.COM)
Medusa Panorama:
A room contains several panorama boxes with scenes inside of knights, dragons, etc. In order to see the scenes, the character's need to look through two glass peepholes. The panoramas can even contain clues to help them in the dungeon. However, one of the boxes contains a severed and preserved Medusa head. When the unsuspecting character looks into the peek holes, the Medusa is set to look out the peepholes - causing the character to automatically meet the gaze. Time for a saving throw! Tell the victim secretly what he saw so the other players have no clue. The other players just see their companion look into the box and turn to stone.
Contributed by Steve Bartell (STEVEBAR@WORDPERFECT.COM)
Sand Trap:
A room with only one entrance exit, perhaps 10-20 foot square. The DM might add a bit of treasure to make it seem attractive. Once entered, a wall of stone drops from the ceiling to cover the entrance door. Seconds later, sand begins to fill the room at the rate of about one foot per round. How long can the characters hold their breaths?
Contributed by White Knight (WhtKnt@AOL.COM)
Black Pudding:
A long flight of stairs going down, about 10 feet wide and long enough that the adventurers cannot see the end. Halfway down, the adventurers trigger a trip wire that causes the stairs to collapse into a slide. It is important to allow them a chance to catch themselves to keep from sliding all the way down, because after another round, oil begins to seep from pores near the top of the slide. This should make things quite slippery. And at the bottom of the staircase/slide...a pit of black pudding.
Contributed by White Knight (WhtKnt@AOL.COM)
Statues of Life & Death:
You're walking down a corridor come upon a point where it widens, and there are two doors and two statues, one on the left and one on the right. When all of the party gets into the chamber, the passage behind is sealed off by a falling block. On the wall before the group is a plaque, and inscribed upon it are these words.
`One way holds life and one holds death, just as one guide speaks always truth and one always speaks falsely. Ask but one question of one guide before you and choose your path. Choose wisely and live, choose unwisely and die, choose not at all and perish where you stand.`
Now, of course, there's only one question I know of which will always give you the right answer. You ask either statue this: `If I asked the other statue which path leads to safety, would it tell me the right or left one?` And of course you choose the opposite of the one it tells you, and this is why. Let's say the statue answers `the right path.` Now if the statue you asked tells the truth, the other one would lie to you and tell you the right path, which is the path of death. However, if the statue you asked always lies, then the other one would not tell you the right path but the left one. Either way, if you choose the left path it is the correct one.
Now of course, don't go and forget to put the hideously lethal trap behind the door that leads to doom, and the only slightly less hideously lethal critter behind the door to safety."
Contributed by Unkown