Mixed Signals

Straight-forward gaming

When triggered, exits seal up, and the entire corridor/room moves to another level of the dungeon, whereupon the exits unseal. Try as they might, the characters cannot get the elevator to function again. Characters who've been diligently mapping will have no idea where they are.

When triggered, the floor begins rapidly moving forward like a magical conveyor belt, and a gate or hatch opens on the far end, revealing an active blast furnace. Characters have only 1 to 2 minutes (50-50% chance) to figure something out, or be incinerated.

Characters ending up in the furnace...

When triggered, all characters within a four square radius randomly switch consciousness, no Saving Throw allowed. The characters are still all themselves, even though they look like other people. They retain their old skills (including prepared spells), but must now contend with new bodies, includ...

When triggered, any exits seal up, and the walls (made of metal or stone, of course) begin moving in. Characters have 5 minutes to either jam, disarm, or deactivate the trap.

Jamming might be possible with metal spikes, which take one minute each to set (though multiple characters may do so at...

An elaborate tapestry, if removed from the wall, reveals hundreds of ice needles that shoot from the wall for 1d6 piercing damage, plus 1d4 cold damage.

The needles take 1 minute to melt, during which time they impose a further 2d6 cold damage. If the needles are removed manually, they deal 3d6...

When triggered, duplicates of each character appear and begin attacking their counterparts. The doubles will only attack their likenesses, and will not help their fellow duplicates. The doubles have the exact same statistics, powers, and items as the characters they have copied at the moment that...

A beaded curtain extends across one side of the room. Many of the beads are precious gemstones. The strings holding the beads and gems are curiously strong, but the gems can be removed with a Strength check DC 15. When a gem is removed, 1d6 ghosts, shadows, wraiths, or wights (or similar) appear be...

A trap door opens and one random character slides down to a spinning circular saw. A roll to Hit applies, or perhaps a Dex roll, or Saving throw (whatever the GM prefers). If hit, the character takes 5d6 HP of damage, and the character then lands in a locked room on the floor below. Optional: If...

Upon triggering, a black flash of energy jumps out and one character at random must perform a Saving throw or be struck blind. If the character Saves, the effect "bounces" off them, and jumps to the next closest person within 4 squares. If this person Saves, it bounces again, and so on. The bouncing...

Upon triggering, any character within a 4 square radius is inflicted with reverse gravity! These characters will fall upwards to the ceiling (possibly taking damage), and that will now be down for them. They will be able to stand up, walk, jump, run, dance, or whatever, all on the ceiling. Anythin...

Upon triggering, one character at random must successfully Save vs. Magic or be turned to glass, along with all their weapons and equipment. They will radiate magic, but will otherwise be as fragile as regular glass. The character will require Dispel Magic, Cure Petrification, or similar spell to be...

Any exits close up, and holes open in the walls. The trapped area begins to rapidly fill with water. The enclosed space will fill in five minutes exactly, drowning any characters within (magic or certain innate abilities may help here). Characters have only that much time to disarm the trap, or som...

A magical layer of slick, black ice covers the floor. This ice blends in to the floor if the floor is dark or takes on the appearance of a shadow. A simple perception check reveals that this "shadow" appears to be missing an opaque source (in other words, there's nothing in immediate view casting t...

When triggered, a highly flammable oil sprays down in a 4-square radius, followed immediately by a glowing ember. Anyone in the affected area takes 3d8 fire damage immediately, and 1d6 burning damage each minute thereafter, until extinguished.

Optional: All food any player is carrying is bur...

A pair of valuable earrings seem to tremble where they lie.

If touched, they let out an ear-piercing burst, requiring a Fortitude or Constitution saving throw, for each creature in the room, to negate. Upon failure, you are deafened for 1d4 rounds.

The earrings are capable of only one burst...

Upon triggering, half the flagstones at the characters' feet in whatever corridor or room the trap is in fall away, revealing a dark pit with no apparent bottom. Standing upon a stone seems to prevent it from falling until the character steps off, whereupon it tumbles away after a second or so. Cha...