- Pits: hidden, visible, or spiked filled with alligators, fire, acid, lava or water
- Doors with swinging blades, crossbow traps, trip wires, ear seekers, poison needles, magical seals, exploding locks, contact poison, intelligent locks, dropping portcullises, acid jets
- Rooms or corridors that fill with water, sand, or various gasses (poison, laughing, sleeping)
- Stairs or floors that move, slide, or collapse
- Projectile traps featuring crossbow bolts, poison darts, magic missiles, spikes, spears, or boulders
- Teleportation panels
- Life trapping mirrors
- Moving panels and walls that seal corridors
- Sliding and turning rooms
- Trip cords and strangle wires
- Poisonous food and drink
- Dead end tunnels
- Slides to creature dens
- Reverse gravity areas
- Crushing walls
- Magic reversing fields
- Blinding lights and impenetrable darkness
- Geas rooms
- Living furniture and fixtures
- Slippery floors and stairs
- Hypnotic rooms
- Illusionary walls, floors, stairs or corridors
- Pivoting walls that lock in place
- Intelligent doors or chests that cast spells, ask riddles or seek bribes
- Doors that randomly lead to different locations
- Areas of blinding light, complete darkness, fog, terrible smells, or strange noises
- Collapsing ceilings
- Fake doors
- Magical traps spraying webs, grease, poison or glue
- Alarm traps drawing foes
- Hidden or secret doors well above ground level
- Magic negation areas
- Triggered constructs
- Tiny tunnels and passages with tiny inhabitants
Monday, January 12, 2009
Old School Dungeon Traps
A list of simple tricks and traps for an old school dungeon. I dug this list out of some really old notebooks I have sitting on my shelves. It probably dates from the late 70s, so very old school.
Subscribe to:
Post Comments (Atom)
No comments:
Post a Comment