RPG Trap Collection
Credits Foreword
Author, Designer, Layout, and Cover Design: Luke Every Friday I host live streams where the
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This RPG Trap Collection you have in your hands now
Artwork: Adobe Stock is a compilation of all the traps we’ve created together
over the course of many live streams dedicated to
Contacting the Author trap creation. My hope is that you will find the traps it
contains interesting and useful for your own games.
Email: info@thedmlair.com
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encounters, adventure ideas, and traps.
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This is just a list of various traps including
game masters can use at their tables.
descriptions, triggers, effects, and countermeasures.
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Legal Stuff
Revised Carrying Capacity, Copyright © 2020,
Luke Hart, The DM Lair, LLC
Open Game License v 1.0a Copyright 2000,
Wizards of the Coast, LLC.
System Reference Document 5.1 Copyright 2016,
Wizards of the Coast, Inc.; Authors Mike Mearls,
Jeremy Crawford, Chris Perkins, Rodney Thompson,
Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R.
Cordell, Chris Sims, and Steve Townshend, based on
original material by E. Gary Gygax and Dave Arneson.
1
RPG Trap Collection
The Drop and Plop Golden Eye
Simple trap (level 5-10, dangerous) Simple trap (level 5-10, dangerous)
contributed by Theen Description. A solid gold sphere sits in the middle
of the room. When the sphere is touched, it opens,
Description. A pitfall trap that has a perfectly fitting revealing a Death Kiss which promptly attacks.
gelatinous cube inside it. The pit is 10 feet by 10 feet
and has a trap door at the top. Countermeasures. A successful DC 16 Wisdom
(Perception) check reveals fine seams along the
Trigger. One hundred pounds of pressure applied to exterior of the sphere, indicating that it can be
the trap door (for instance, someone stepping on it), opened. Detect magic reveals an aura of abjuration
causes the trap door to open. Victims must make DC about the sphere. A successful DC 13 Intelligence
14 Dexterity saving throw or fall in. The gelatinous (Investigation) check reveals that the sphere is not
cube immediately attacks anyone who falls in and made of gold, but iron painted over with gold.
automatically gains surprise.
Countermeasures. A DC 15 Wisdom (Perception)
check reveals the presence of the trap door on the Gold Dust Shroom Boom
floor. Jumping over the trap door bypasses it, or a DC Simple trap (level 1-4, dangerous)
14 Dexterity (Thieves Tools) check disables the trap
door. Description. Golden mushrooms are growing along
the bottom of a chest, stretching about halfway up.
Below the mushrooms a large pile gold sparkles and
The Jelly Jamb beckons to the characters.
Simple trap (level 5-10, dangerous) Trigger. Touching the mushrooms causes them
to release a cloud of poisonous spores in a 10-foot
Description. There is a glass pot of ooze above a door radius. Everyone caught in the effect takes 2d6 poison
that triggers when the door is opened. The pot falls damage or half as much if they succeed on a DC 12
and shatters, releasing 1d4+1 ochre jellies that then Constitution saving throw. Once the spore cloud has
attack the PCs! been triggered, it takes 1d4 hours for the mushrooms
Trigger. When the door is opened, the pot falls and to create more spores.
breaks. Countermeasures. A successful DC 13 Intelligence
Countermeasures. The character that opens the (Nature) check reveals that the poisonous nature
door sees the pot falling. If they succeed on a DC of the mushrooms, including that it takes time to
15 Dexterity saving throw, they can catch the pot regenerate more spores once triggered.
if they want. The pot weighs 200 pounds and a
character who catches it must make a DC 17 Strength
(Athletics) check to not drop it and cause it to shatter.
Rusty Stuffings
Simple trap (level 1-4, dangerous)
Description. In the corridor is a small, pink toy bear.
It's actually a rust monster that has been polymorphed
into a toy bear and is incapacitated while in that form.
The polymorph wears off five minutes after the toy
bear has been placed into a container of any kind,
such as a backpack. The rust monster then promptly
begins to devour all metal items it can.
Countermeasures. Casting detect magic reveals a
transmutation aura around the bear. The identify spell
reveals the exact nature of the trap.
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RPG Trap Collection
The DoppelDoor Mimic Madness (Not a Trap)
Simple trap (level 1-4, dangerous) Simple trap (level 5-10, setback)
Purpose. There is a magical doorway that teleports contributed by Theen
the first character to step through it into a pocket
dimension (per the Banishment spell) and replaces Description. A hallway contains three mimics that are
them with a doppelganger that looks exactly like concealing themselves as parts of the walls, floors,
them. and doors. When the party is in the middle of the
hallway, they attack.
This effect lasts until the doppelganger dies, at
which point the character is teleported to where the
doppelganger perishes, taking the place of its body. Pleased to Meet You
When this happens, the game master should take the Simple trap (level 5-10, dangerous)
player whose character was replaced away from the
group, explain what has happened, and let them play Description. A pair of large disembodied hands
the doppelganger. The GM should give the player float in front of and block a passage. To get past, the
some basic information to inform their roleplaying, characters must shake hands with them. If the hands
such as the doppelganger’s motivations. are attacked or someone tries to push them out of the
way, the hands slap the offenders. They have a +8 to
Countermeasures. A character who is suspicious hit and deal 4d10 bludgeoning damage.
of the doppelganger can make a Wisdom (Insight)
check contested by the doppelganger’s Charisma Countermeasures. The characters notice an
(Deception) check. If the character wins, he notices inscription on the wall near the hands that reads,
small imperfections with the doppelganger’s disguise “Foes don't proceed; only friends shall we be.” This a
or acting, cluing him in that it is not actually the clue that they need to shake the hands.
character.
Fool's Gold
The BrainWasher Simple trap (level 5-10, dangerous)
Simple trap (any level, not really dangerous) Description. A pot of gold coins sits on a table in a
Description. In a room is a sink full of dirty dishes. room. A character that removes gold from the pot
A character who comes within 10 feet of the dishes must make a DC 15 Intelligence saving throw or
feels magically compelled to clean them. They must suffer a hallucination that leprechauns are attacking
succeed on a DC 15 Wisdom saving throw or be them.
compelled to clean the dishes, a task that takes the Countermeasures. Detect magic reveals an aura of
next 15 minutes. If the character takes damage, they enchantment magic around the pot. Placing the gold
may repeat the saving throw, breaking out of the back into the pot releases the character from the
enchantment on a success. hallucination. The hallucinations also wear off after
At the end of 15 minutes, when the dishes have been 1d4+1 minutes.
cleaned, more dirty dishes magically fill the sink,
and the character, and any others within range must
make a new saving throw or be compelled to clean the
dishes.
Countermeasures. Detect magic reveals an aura of
enchantment magic around the dishes. Breaking all of
the dishes causes the magic to fail, releasing anyone
caught in its thrall.
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RPG Trap Collection
The Baynard Curtain Not Silent, Just Deadly
Simple trap (level 1-4, dangerous) Simple trap (level 11-16, deadly)
Purpose. Mark the characters so that they are easier Purpose. This is an ornate throne, designed to kill
for enemies to hit in combat. people.
Trigger. Vines over the mouth of the cave are Trigger. When someone sits on the throne, there
tripwires that release buckets of phosphorescent is a squish as a sticky substance on the throne
powder. immediately bonds to the pants of the person sitting
on the throne. Standing up from the throne pulls a
Effect. Characters within 15 feet are covered in a pressure plate upwards, triggering the trap.
phosphorescent powder that gives monsters using
darkvision advantage on their attack rolls against the Effect. When triggered, a loud farting noise is emitted
characters for the next 1d4 hours if they fail a DC 14 from the bottom of the throne as a large bladder full of
Dexterity saving throw. poisonous gas is released into the room. Characters
within 15 feet of the throne must make a DC 17
Countermeasures. The vine tripwires can be detected Constitution saving throw, taking 99 (18d10) poison
with a successful DC 13 Wisdom (Perception) check. damage on a failed save or half that damage on a
The tripwires can be disabled with a DC 12 Dexterity successful save.
(Thieves Tools) check. Characters proficient in Nature
have advantage on all interactions with the vines. Countermeasures. Someone sitting on the throne
The powder can be removed from a character using a can remove their pants to then get out of the throne
gallon of alcohol, such as ale, to clean it off. without triggering it.
DM Note. Combine this trap with guardians in the DM Note. Make there be an enticing reason that
entrance of the cave that use darkvision. Thus, the a character would want to sit in this throne. For
trap makes the PCs more vulnerable to the guardians. instance, a sign reading “Don’t Sit Here” or “Free
Gold” hanging above the throne might entice them
to sit on it. Or you might make sitting on the throne
The Yeeter Totter seem necessary to advance in the dungeon, such as
implying that it opens a secret door or something.
Complex trap (level 5-10, dangerous)
Purpose. To throw PCs off the bridge and prevent
them from passing.
Trigger. In the middle of the bridge on the railing is
a small sign that reads “None Shall Pass.” These are
magical letters, that when read causes the trap to
spring.
Effect. When triggered, violent waves travel down the
bridge for one round (6 seconds), causing the bridge to
bounce up and down, similar to a trampoline. Players
must succeed on a DC 15 Dexterity saving throw or
be bounced off the edge of the bridge and be dangling
from the side while grabbing the ropes. On the next
round, dangling players must succeed on a DC 15
Strength saving throw or fall. Players who succeed
on this saving throw are able to pull themselves back
onto the bridge. Players who are not bucked off the
bridge can help dangling players get back up, granting
them advantage on their Strength saving throw.
Countermeasures. Detect magic will indicate that
the entire bridge is covered in transmutation magic.
Casting Dispel Magic will suppress the trap for 1d4+2
minutes. Casting Dispel Magic at level 5 or above,
permanently dispels the trap.
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RPG Trap Collection
a locked door. Playing any eight notes on the flute
Scabaited unlocks the door. Playing any other number of notes
Simple trap (level 5-10, dangerous) magically causes the hallway to fill with water and
1d4+2 giant octopuses that attack. Carved into the
The sword itself is not magical. However, the side of the pedestal are depictions of underwater
scabbard emanates evocation magic when detect scenes and aquatic creatures. Characters who
magic is used. Characters handling the scabbard can succeed on a DC 14 Intelligence (Investigation) check
tell that it is magical, too. (This will probably make the while examining the pedestal discover that there
character think the sword is magical.) are eight musical notes hidden among the carvings
Purpose. Punish thieves who take the sword. on the pedestal. Character proficient with a musical
instrument gain advantage on the check.
Trigger. Pulling the sword from the scabbard without
first whispering the command phrase “Here I go
killing again” triggers the trap. Bark or Bite
Effect. Magical runes on the scabbard detonate, Simple trap (level 1-4, setback)
causing the scabbard to explode into a cloud of
shrapnel, dealing 4d10 slashing damage to all Description. There is a door with beautiful forest
creatures within 10 feet. Creatures who succeed on a scenery carved into it, but it has no doorknob. Carved
DC 14 Dexterity saving throw take half damage. in the doorframe above the door in elven is “Be polite
or I bite.”
Countermeasures. Casting detect magic reveals
evocation magic on the scabbard. A successful DC 15 Trigger. The door must be verbally asked to open in
Intelligence (Arcana) check while studying the runes elven, and when someone does so, it swings open.
on the scabbard reveals that it explodes when the However, anyone trying to open the door by physical
sword is drawn. Casting identify on the scabbard or means causes one swarm of insects (beetles) to
sword (before drawn) reveals the command phrase. burrow out from within the door and attack.
The Bunny Blunder Bee-ware
Simple trap (level 1-4, dangerous) Simple trap (level 1-4, setback)
There is a rope hanging from the ceiling with a golden Description. This is a locked puzzle box always
carrot worth 50 gp tied to the end of it. accompanied by a pot of honey that players might find
among other loot. Every so often a BEEping sound
Purpose. To reward players with pain and suffering emanates from a small hole on one side of the box.
for being foolish enough to pull on a rope and carrot If characters look into the hole, they can see some
hanging from the ceiling. treasure inside (see below). Touching the puzzle box
leaves a sticky feeling on your hands. Smelling or
Trigger. Pulling on the rope or removing the carrot tasting the substance reveals it is sweet like honey.
from the rope.
The game master should place level-appropriate loot
Effect. A trap door opens on the ceiling, raining down in the puzzle box for players to be rewarded with.
2d6 Killer Bunnies!
Trigger. The puzzle box opens when honey from the
Countermeasures. A character searching the ceiling pot is poured into a small hole on one side. When
and succeeding on a DC 13 Wisdom (Perception) opened, a swarm of bees (use the stat block for swarm
check notices that there is the outline of a trap door of insects (wasps)) emerges and attacks the character
on the ceiling. Characters can bypass the trap by not who has the pot of honey. If no one took the pot of
pulling on the rope. honey, the wasps fly away.
DM Note. Use the stat block for giant rat for the Killer Countermeasures. A character who inspects the box
Bunnies. and the hole on its side spots the swarm of bees inside
the box on a successful DC 12 Wisdom (Perception)
check. Characters might use various methods to avoid
Octonote being attacked by the bees. However, blowing smoke
Simple trap (level 5-10, dangerous) into the hole placates the bees, making them docile
when the box is opened.
Description. A brass flute rests on a pedestal before
5
RPG Trap Collection
Double Vision e-MACE-iation
Simple trap (level 5-10, setback) Simple trap (level 1-4, setback)
Description. There is a mirror on the ceiling. Description. This appears to be a +1 mace when
identified. However, it is a trap!
Trigger. When a character’s reflection is shown in
the mirror by stepping below it, the character must Trigger. Every time the mace is used in combat
make a DC 15 Charisma saving throw. On a failed and successfully hits its target, roll a d12. On a 10,
save, the character is instantly teleported inside the 11, or 12, the head of the mace explodes throwing
mirror, and a doppelganger appearing exactly like the shrapnel all about. Every creature in a 15-foot radius
character takes their place. The character is trapped must make a DC 13 Dexterity saving throw, taking
in the mirror in a sort of magical demi-plane until the 2d6 piercing on a failed save, and half as much
doppelganger dies. Only one character at a time can on a successful save. The wielder of the mace has
be affected by this. disadvantage on the saving throw.
GM Note: When a character is swapped with the Countermeasures. A successful DC 12 Intelligence
doppelganger, take the player aside and explain what (Investigation) check reveals that the head of the
happened in secret. Then have that player roleplay the mace is not stable and designed to break apart.
doppelganger. That way the player isn’t just sitting out
and doing nothing.
Countermeasure. Breaking the mirror nullifies the Piggy Bank
trap. If the mirror is broken while a PC is trapped Simple trap (any level, setback)
within, they are released from within.
Description. There is a hog on a spit roasting over
a fire. The fire is illusory, as is the smell of beautiful
bacon that fills the room. Characters interacting with
Over the Rainbow the roasting hog recognize it for an illusion. The hog
Simple trap (level 5-10, dangerous) is actually a treasure chest filled with loot of the game
master’s choice.
Description. There is a hallway with a floor painted
with stripes of all the different colors of the rainbow. Trigger. When a character reaches through the hog’s
mouth to extract the treasure, they must succeed on a
Trigger. Walking on an incorrect stripe (any except DC 14 Wisdom saving throw or be polymorphed (per
red) at the midpoint of the hallway causes multi- the spell) into a pig for 1d4 hours.
colored bolts of energy to shoot from the ceiling above
at all characters in the hallway. The characters must Countermeasures. A player who succeeds on a DC
make a DC 15 Constitution saving throw, taking 4d10 14 Intelligence (Arcana) check notices magical runes
poison damage on a failed save, or half that much on carved into the flesh of the roasting hog, indicating the
a successful save. presence of some sort of polymorph effect. Casting
dispel magic on the hog disables the trap for 1 hour.
GM Note: If desired, make the type of damage Also, the loot can be successfully extracted from the
correspond to the color of the stripe the PC is walking piggy bank by reaching not through the mouth, but the
on. Blue is electric, green poison, purple force, etc. other end. A successful DC 12 Wisdom (Perception)
Countermeasures. Written in Draconic along the edge check reveals the presence of a small tag on one of
of the floor just before the hallway begins is “It’s Red the hog’s ears that reads, “Try the other end.”
or you’re Dead.” Characters succeeding on a DC 13
Wisdom (Perception) check notice this writing. If the
characters only walk on the red stripe, the bolts of
energy do not trigger.
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RPG Trap Collection
Red Hots Mace-in-a-Box
Simple trap (level 5-10, dangerous) Mechanical trap (Simple, level 1-4, dangerous)
Description. A small jar contains 2d6 jellybeans. Description. A non-descript chest with no visible lock.
Trigger. The beans are actually fireball pellets, Trigger. Opening the lid triggers the trap.
albeit delicious ones. If a bean is eaten, a fireball
immediately explodes in the consumer’s mouth. A Effect. When triggered, a spring-loaded mace inside
fireball (per the spell, DC 16) goes off, centered on the lid swipes in an arc at anyone standing in front of
the person eating the bean. The person eating the the chest. The mace has an attack bonus of +5 and on
bean automatically fails the saving throw. If the entire hit deals 4 (1d8) bludgeoning damage and the target
jar of beans is dumped out, all of them immediately must make a DC 14 Constitution saving throw. On a
detonate. (TPK baby! Lol) failed save, the target takes 7 (2d6) poison damage
and is poisoned for one minute. On a successful save,
Effect. The fireball jellybeans can be thrown up to the target takes half damage and is not poisoned.
thirty feet and explode per the fireball spell (save DC
16). Countermeasures. Opening the chest from the side
or at range (such as with a ten-foot pole) bypasses
Countermeasures. Stop being dumb and eating weird the swinging mace. A successful DC 12 Wisdom
food you find in dungeons! (Perception) check reveals the presence of buckling
wood on the backside of the lid as though something
inside were pulling on the wood. A successful DC 13
Boots of Sticking and Snaring Dexterity (Thieves’ Tools) check can disarm the trap.
Mechanical trap (Simple trap, level 11-16, dangerous)
Description. There is a finely made pair of boots with
magical aura cast on them, making them appear to be
Boots of Striding and Springing.
Trigger. There are small pressure plates in the heels
of the boots. When someone puts the boots on and
walks in them, the trap is triggered.
Effect. When triggered, sovereign glue oozes from the
soles of the boots, on both the inside and the outside.
It adheres fast to the PC’s foot and the floor, rooting
them in place. The sovereign glue used in this trap
sets in six seconds instead of one minute. (Once the
glue has been used, it’s gone.) When triggered, the
character feels something wet inside the boot and
the boots seem to stick a little to the ground. If the
character tries to remove the boots immediately, they
must succeed on a DC 17 Strength saving throw in
order to do so before the glue sets.
Countermeasures. A successful DC 15 Wisdom
(Perception) check reveals that the soles of the boots
are abnormally thick. Upon examining the thick soles,
a successful DC 18 Intelligence (Investigation) check
reveals the presence of a hidden compartment in the
soles and how to open it. Inside the compartment on
each boot is a bottle of sovereign glue for the taking,
as long as the trap isn’t triggered first, which deploys
the glue.
7
RPG Trap Collection
effectively destroyed.
Helm of the Catfolk
Magical trap (Simple trap, level 5-10, setback) Countermeasures. A successful DC 14 Wisdom
(Perception) check reveals that one of the ladder
Description. There is a finely made helmet shaped rungs is loose.
like the head of a jaguar with eyes of emerald on a
pedestal worth roughly 200 gp.
Trigger. Removing the helmet from the pedestal trips The Boy Who Cried Cat
a pressure plate which triggers the trap. Magical trap (Simple trap, level 5-10, dangerous)
Effect. The character who moved the helmet is Description. There is an illusory small boy in the
targeted by a polymorph spell. The character must corner clutching two dolls to his chest and sobbing.
make a DC 16 Wisdom saving throw. On a failed
save, the character is polymorphed into a tiny cat for Trigger. Approaching within five feet of the illusion
1d4 hours. If as a cat the character is reduced to 0 hit triggers the trap.
points, they just turn into a different breed of cat. This Effect. When triggered, all creatures within
can happen up to nine times, and on the tenth time of twenty feet of the illusory boy must make a DC
being reduced to 0 hit points, the character reverts to 13 Constitution saving throw. On a failed save the
their normal self. Otherwise, this condition lasts until creature’s size category is reduced to tiny; however,
the spell ends or dispel magic is cast on the character. none of their equipment is shrunk with them.
Countermeasures. A successful DC 15 Wisdom Creatures so reduced have disadvantage on strength
(Perception) check reveals the presence of the checks and saving throws; their movement is reduced
pressure plate on the pedestal. The pressure plate can to one third; and they deal only 1 point of damage with
be neutralized, and the helmet removed if a character any attacks. This condition lasts for 1d4 minutes.
quickly swaps an item of equal weight with the Furthermore, triggering the trap opens a secret door
helmet, placing that item on the pressure plate. The that releases 2d4 hungry cats into the room that
character must make a successful DC 15 Intelligence immediately attack any shrunk creatures.
(Investigation) check to determine the weight of the
helmet (twelve pounds). Then the character must Countermeasures. Examining the boy and succeeding
make a successful DC 13 Dexterity (Sleight of Hand) on a DC 14 Intelligence (Investigation) check reveals
check to swap the helmet with the item without the illusion for what it is. Casting detect magic reveals
tripping the pressure plate. If either of these checks the presence of the magical trap linked to the illusory
fail, the trap is triggered. boy. A successful DC 15 Intelligence (Arcana) check
reveals the nature of the trap. Casting dispel magic on
the illusory boy suppresses the magical trap for ten
Stairway to Slime minutes.
Mechanical trap (Simple trap, level 5-10, dangerous)
Description. There is a ladder that must be climbed to
get to the next level up.
Trigger. The sixth rung on the ladder pulls loose when
climbed on and triggers the trap.
Effect. Triggering the trap causes a trap door in the
floor to slide open, revealing a ten-foot-deep pit whose
floor and walls are covered with green slime (see the
game master’s core rulebook). The character who
pulled the rung loose on the ladder must make a DC
14 Dexterity saving throw or fall into the pit. The
character takes 1d6 falling damage and is covered
with green slime, taking 5 (1d10 acid damage). The
creature takes the damage again at the start of each
of its turns until the slime is scraped off or destroyed.
Against wood or metal, green slime deals 11 (2d10)
acid damage each round, and any nonmagical wood
or metal weapon or tool used to scrape off the slime is
8
RPG Trap Collection
The Sand Blender Doom and Shroom
Mechanical/magical trap (Simple, level 5-10, deadly) Natural/Magical trap (Simple, level 5-10, dangerous)
Description. There is a hallway with sand spread Description. There is a thirty-foot-by-thirty-foot
across the entire floor. One of the squares is actually a chamber full of multi-colored shelf mushrooms
ten-foot-deep pit full of illusionary sand. growing up and down the walls that emanate a soft,
soothing humming. In the center of the room resting
Trigger. When a character steps on the illusionary on a pedestal is a golden, gem-studded tiara that
sand they risk falling into the pit. If more than 50 emits a discordant chittering. Around the pedestal lie
pounds of pressure is applied to a pressure plate at the gigantic bones of a brontosaurus. (The tiara can
the bottom of the pit, several spinning blades built into have a value determined by the game master, or it can
the side of the pit at various heights are triggered. be worthless, made of fool’s gold and colored-glass
Effect. A character stepping onto the illusionary gems.)
sand must make a DC 15 Dexterity saving throw Trigger. When the tiara is brought within ten feet of
or fall into the pit, taking 1d6 bludgeoning damage. any of the mushrooms, the chittering from the tiara
Characters in the pit when the spinning blades are disrupts the humming of the mushrooms, causing
triggered must make a DC 15 Dexterity saving throw, them to release a fifteen-foot-radius cloud of spores.
taking 22 (4d10) slashing damage on a failed save or
half as much on a successful save. Every round that Effect. Characters caught in the cloud of spores must
a character remains in the pit, they are subjected to make a DC 15 Constitution saving throw. Characters
the spinning blade damage again. The sides of the pit who fail the save take 22 (4d10) damage and suffer
are greased, giving characters who try to climb out a hallucination (see below) for the next 1 minute.
disadvantage to do so. Characters who succeed on the save take half damage
and are not hallucinating. The hallucination mimics
Countermeasures. Interacting with the illusionary the phantasmal force spell and causes the characters
sand, such as with a 10-foot pole, reveals the illusion to believe the brontosaurus bones come to life and
for what it is, causing it to become translucent. (A attack them. For each round a character hallucinates,
character falling into the pit has the same effect.) they take 1d6 psychic damage from the brontosaurus
A character who succeeds on a DC 20 Wisdom attacks.
(Perception) check notices something odd about the
square with the illusionary sand. A character who Countermeasures. Casting dispel magic on the tiara
succeeds on a DC 15 Intelligence (Investigation) permanently removes the discordant chittering from
check recognizes the illusion for what it is. The it. Casting silence in the room can also allow the tiara
spinning blades can be stopped by jamming a hard to pass by the mushrooms without triggering the
metal object into one of the slits in the side of the pit effect.
walls and succeeding on a DC 15 Strength (Athletics)
check. (The same gear mechanism drives all of the
blades; thus, stopping one of them, stops all of them.)
Note: Hanging a rope into the pit to try to help
a character get out, results in the rope being
immediately cut into several pieces.
9
RPG Trap Collection
Next Time, Take the Stairs Countermeasures. Fly You Fools.
Mechanical trap (Simple, level 11-16, deadly) A character who succeeds on a DC 20 Wisdom
(Perception) check made just before the hallway point
Description. There is a platform that carries up or down the stairs notices an arcane rune lightly
passengers from one level of a dungeon to another. carved into a step. A successful DC 20 Intelligence
Resting on platform are several heavy rocks. A level (Arcana) check identifies the rune as a glyph of
on the platform causes it to activate and deactivate, warding that activates a magical trap tied to the
going up and down. Underneath the platform at the stairs. Not stepping on that step causes the trap to
bottom level and hidden from view is a shallow pit full not be activated. Casting dispel magic on the rune
of spikes. deactivates it for 10 minutes.
Trigger. The platform has a central pivot point with
pins along the side that hold it in place. After the
platform has ascended sixty feet, the pins retract into The Double-Cross Crossing
the platform, causing the platform to spin around the Mechanical trap (Complex trap, level 5-10, deadly)
pivot point, flipping the platform upside down.
Description. There is a fifty-foot-long metal bridge
Effect. Characters on the platform when it spins crossing a pit of acid, a river of lava, or a pit full of
must make a DC 23 Dexterity saving throw to stay on green slime. There is a five-foot-by-ten-foot-long
top of the platform as it spins and not fall down the pressure plate just at the center point of the bridge
shaft. Characters who fall from the platform take 21 that appears to trigger a swinging log beam that
(6d6) bludgeoning damage from the fall and 21 (6d6) would knock them off the bridge. However, this is a
piercing damage from the spikes in the pit below. decoy and is automatically found and automatically
Furthermore, the spikes are coated with poison disarmed as long as they look and try. The true trap is
and characters must make a DC 20 Constitution detailed below.
saving throw, taking 21 (6d6) poison damage on
a failed save or half as much on a successful save. Trigger. Disarming the decoy trap causes the railings
FURTHERMORE, the rocks on the platform also of the bridge to grow in height to 10 feet and then
fall, hitting characters on the head after they land angle towards the center, creating a triangular shaped
on the spiked pit. The characters must make a DC tube the length of the bridge.
20 Dexterity saving throw (at disadvantage because
Effect. Characters on the bridge must make a DC
they are prone), taking 21 (6d6) bludgeoning damage
15 Dexterity saving throw, becoming trapped inside
from the rocks on a failed save and half as much on a
the triangular tube formed by the bridge on a failed
successful save.
save, or ending up on top of and outside the cage
Countermeasures. Take the stairs. on a successful save. Then the supporting structure
at either end of the bridge gives way, dropping the
bridge-cage into the acid/lava/slime hazard below.
Next Time, Take the Elevator Upon first entering the hazard, characters take 11
(2d10) damage. For each round they are trapped
Magical trap (Complex trap, level 11-16, dangerous) in the cage and submerged in the hazard, they take
Description. There is a fifty-foot-long staircase that another 11 (2d10) damage. After four rounds, the
leads to the next level of the dungeon. Every time the bridge dissolves, allowing them to escape the hazard.
players step on a stair, it depresses slightly playing a Countermeasures. First, don’t disarm the decoy trap.
musical note. (The musical notes are a red herring. Characters trapped in the bridge-cage can escape with
They neither mean nor do anything besides play a a successful DC 25 Strength saving throw, prying the
sooth tone as the characters traverse the stairs.) cage open enough to slip through. For every round
Trigger. When the characters are halfway up the the bridge-cage is in the hazard, its spring mechanism
staircase, the trap activates. At that point, for every weakens, and the DC decreased by 5.
five feet they move up or down the staircase, there is a
75% chance to trigger an effect from the sorcerer Wild
Magic Surge table.
Effect. Whenever an effect from the Wild Magic Surge
table is trigger, roll a d100 to determine which effect
takes place. The saving throw for any spells or effects
is 23.
10