Mixed Signals

Straight-forward gaming

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...

Upon triggering, a huge cylinder that is covered in spikes, comes rolling toward the group from a large hidden hatch. There is room above the cylinder to jump over, but not to either side. Characters get to make Dex roll or Saving Throw to avoid, otherwise anyone in the way takes 3d6 of damage. The...

A precious item (goblet, crown, large gemstone, or similar), when lifted from its resting place, triggers a hyper-local shift in cardinal directions.

There are no immediate signs that the trap has been triggered. But if there are two exits in the current room, then exiting through door #1 depos...

Upon triggering, one character at random is teleported to a cage in a hidden room nearby, while a beast of the GM's choice (consult your favorite monster tome) is teleported from this cage, to the exact spot where the character had been standing. From the players' points-of-view, it will appear a...

A floor trigger opens holes in the walls, and millions of angry bees fly in from all sides. All characters in the area take 1d4 HP damage per minute from stings. Attacking with conventional weapons is fruitless. The bees are too fast to outrun, and will follow the characters where ever they go even...

A floor trigger opens holes in the walls, and millions of army ants pour in from all sides! All characters in the area take 1d4 HP damage per minute from ant bites and stings. Attacking with conventional weapons is fruitless. Optional: Characters may have a chance to react before being covered in...

A cloud of spears fly out from previously hidden holes in the walls. Each character in the area rolls 1d6 for the number of spears that have a chance to hit (AC, Dex roll, Saving Throw, etc. to avoid). Optional: 50% chance of poison for each strike, with character losing 1 HP per minute until cure...

Upon triggering, one or more characters (GM's choice) is immediately sent to another part of the dungeon at random, separating them from the party and possibly each other. Optional: GM may pre-determine the destination(s) for story purposes, or just for humor's sake. (A trip to the sewers, anyone?...

A trigger plate on the floor ejects a noose from the ceiling, which springs down, loops around the character's head, and retracts! Character rolls d100, and will be dead in 1-2 minutes (01-50% = 1 minute, 51-00% = 2 minutes). Companion characters may intervene, but if the character has a bladed weap...

There are elaborate, full-sized bas reliefs on the wall. A magical trigger (touching something, floor plate, etc.) makes the carvings come to life, disengage from the wall, and attack. Consult your favorite monster guide.

Classic Pendulum Trap: Large sharpened pendulum blades swing down from hidden slots in the ceiling. Each character in the area rolls 1d4 to see how many have a chance of hitting them (AC/Dex roll/Saving Throw/etc. to avoid). Each successful hit does 2d6 damage. Optional: There's a 50% chance of p...

White Water: The entire floor collapses into a fast-moving underground river. All characters in the area roll to grab onto a jagged ledge before tumbling in (Dex roll/Saving Throw/etc.). If they fail, characters fall into the river and are swept away. Optional: Characters might drown (Dex roll/Sa...