Previously, I wrote up my list of dimly-lit corridors…
I prefer new-school style games, and a key element of this style of play is telegraphing danger…it’s not enough to have a clever trap to allow the thief-like character to shine if they can have insta-death because they didn’t spot it.
Add a warning to your traps…this is how attentive Players find the trap, because avoiding or disarming it is the fun part.
Note: None of these are statted…you will need to figure out how they work in your gaming system of choice.
| Roll | Trap | Warning | Description |
|---|---|---|---|
| 1. | Pressure-Plate Darts | Small, circular holes in the mortar are clogged with old, dried blood. | Stepping on a loose stone fire poisoned darts from the masonry. |
| 2. | The Thresher | Long, deep “S” shaped grooves are carved into the walls at shoulder height. | Vertically spinning blades emerge from floor-to-ceiling slits and travel down the hall. |
| 3. | Crushing Walls | The floor is covered in a fine, white stone-dust powder, and the walls look strangely scrubbed clean. | The side walls slowly grind together, triggered by a tripwire. |
| 4. | Acid Spouts | The floor tiles beneath the carvings are heavily eroded in a drip pattern. | Nozzles spray vials of acid from the mouths of carved gargoyles. |
| 5. | Grasping Hands | Faint, dirty handprints cover the walls, but they are positioned at impossible angles. | Stone hands reach out from the wall to Grapple and pin targets. |
| 6. | Sonic Resonator | Glass items in the party’s inventory begin to vibrate and “sing” as they approach. | A magical crystal emits a shattering hum when it detects heavy footsteps. |
| 7. | Hidden Crossbows | The tapestries move unnaturally, even though there is no draft in the corridor. | Heavy bolts fire from behind swinging tapestries. |
| 8. | Freezing Mist | Thick white hoarfrost covers the stones, and the party’s breath becomes visible. | Vents release a blast of Cone of Cold energy. |
| 9. | The Iron Maiden | A faint vertical seam in the masonry is visible, dripping a dark, iron-scented fluid. | A section of the wall hinges outward like a spiked door to “swallow” a passerby. |
| 10. | Searing Beams | The air in the hallway is uncomfortably hot, shimmering with heat haze. | Polished mirrors focus scorching ray magic across the hall. |
| 11. | Hallucinogenic Spores | The walls are coated in a vibrant, neon-orange mold that seems to pulse like a heartbeat. | A wall of fungus releases poisonous spores when disturbed. |
| 12. | Weighted Pendulums | Large, rhythmic thumping sounds can be heard through the stone floor. | Massive spiked balls swing across the path from the ceiling. |
| 13. | Snake Launchers | The sound of dry, rhythmic hissing echoes from behind the masonry. | Spring-loaded tubes fire live constrictor snakes at the party. |
| 14. | Reverse Gravity Well | Several skeletons are lying on the ceiling along with their gear. | A rune on the wall flips gravity, slamming players into spikes on the ceiling. |
| 15. | Steam Vent | The wall stones are damp and uncomfortably hot to the touch. | Scalding steam bursts from pipes, causing fire damage. |
| 16. | Teleportation Loop | A slight shimmer in the air, similar to a puddle of oil on water, spans the hallway. | Stepping past a certain point teleports the player 20 feet backward. |
| 17. | Magnetic Harpoons | Compasses spin wildly, and metal weapons feel “heavy” as you walk past. | Iron harpoons fire and drag armoured players into wall-mounted spikes. |
| 18. | Medusa’s Gaze | The hallway is littered with realistic stone statues of terrified adventurers. | A carved face on the wall forces a petrification save if looked at directly. |
| 19. | The Sand Silo | Grains of golden sand leak from the gaps between the floor and the wall. | A wall panel slides open, filling the room with sand to suffocate intruders. |
| 20. | Shadow Tendrils | Your own shadows appear to move independently or “stretch” toward the walls. | Magical shadows emerge from the wall to drain Strength. |
Enjoy!