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!