101 traps and puzzles

Traps and Puzzles

Eyeing for the perfect trap, puzzle or tricks to keep your friends eventful.
40.
Two electrified handles on opposite sides of a thirty-foot chamber. Like the chains, except the characters need to form a conductive link to power the door and get it to open.

72.
A really creepy room with really creepy things the players can explore, play with, or even take with them. Consider your living room, and then imagine if every piece of furniture were made from bone and poorly stretched human hide. That kind of thing.

52.
A long hallway filled with misters. In the center is a pedestal that does nothing, but looks like it does something. The trick is in the misters- they're dispensing liquid LSD, and it starts to take effect before too long. Longer exposure = more vivid hallucinations.

55.
A single mirror at the end of the room. Looking into it reveals a face after a moment that jumps out of the mirror and screams. He who overcomes his fear and screams back gets grabbed and pulled through to the other side.

31.
A long gravel corridor with a heavy statue of a laughing guy in football gear holding a rope at one end and a car trunk at the other. Drag the man through the gravel to the car trunk and connect them to pass.

3.
A locked door that must be broken down to pass. On the other side? An abyss. Breaking the door down might cost your players a character or two.

23.
An elaborate fake-out trap, like a room filled with obvious pressure plates (maybe marked, like a rune-word puzzle that has to be stepped on) or big bold lines, that sort of thing. Either the trap was disabled, or it's there to mess with people. Add incentives/scariness by putting dangerous-looking arcing electrical things at the end by the door, ominous nozzles, broken tiles that drop into magma... that sort of thing.

21.
A horde of ghost pirates come through the walls and attack the players

64.
A strobe-lit hall of warped mirrors. Every time the light flashes, something grotesque appears. Add dopplegangers to amp up the fun if you wish.

69.
The characters enter a room filled with a hazy blue/red/green mist. It could just be mist, or an illusion, or it could be vampiric, leaching blood (Hit Points) stats, even artifact/item powers. Maybe it makes all gunpowder it touches non-functional- there's a lot of room for creativity here.



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