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Trapsmith Dungeonscape

Even a simple trap required concentration to disable.

Traps were a broad category of mechanical and magical devices used to protect an area from invaders. They could be found in wizard's towers, temples, palaces, bandit lairs, and all sorts of dungeons.[1][2]

…A hill giant had forced [the gates] apart some months before my visit, for its huge corpse hung just beyond, impaled on a massive, ram-like stone claw the length of a warship that had sprung out into the space beyond the doors. The elves just smiled when I asked if the place was full of such traps, and said it was best to assume so from safely without its walls.

Description[]

Spoiler Traps[]

Caltrops2e

The secrets of caltrop use, revealed.

Certain traps could be thrown down near-instantly, most often used by rogues trying to spoil a pursuit:[4]

  • Aniseed could be placed to distract guard dogs, potentially taking care of them for hours.[4]
  • Caltrops were spiky implements dropped en-masse, covering a wide area with foot-impaling threats.[4][5]
  • Catstink, an alchemical compound that could be used to distract guard dogs more effectively than aniseed.[6]
  • Marbles and ball bearings could be scattered on the ground to make it difficult to run across.[4][5]
  • Snaptraps were tiny jaw-traps that could be thrown down by the hundred, covering an area with traps that would snap shut on feet.[4]

Hunting Traps[]

Hunters, foresters, and other folk in the wilderness often used traps and snares to catch wild game. These were quite small and simple constructions that ensnared game with rope or dropped them into a pit. Snares intended for humanoids and other intelligent prey were also called "man-traps", and were much more elaborate and lethal, making use of spikes, springboards, and deadfalls to kill or incapacitate a potential target.[7]

A common hunting trap was a pair of saw-toothed steel jaws with a pressure plate, chained to a secure anchor. When weight was placed atop the trap, it would snap shut and bite deeply into the victim.[8] Another design of hunting trap used a crate or cage that was baited with food, luring an animal in and then shutting the door on them. Aurora's Whole Realms Catalogue offered these in rabbit, boar, and bear sizes, as well as lethal traps that simply used a large pair of blades that snapped shut over the animal's neck and decapitated it instantly.[9]

Fowler's snares let a small bird be captured unharmed inside a cage. Lobster and eel traps were common implements that let a fisher place them and come back to the results.[10]

Dungeon Traps[]

Feeding Chute Trap Dungeonscape

A self-cleaning trap design.

A more dramatic use for traps was in the small-scale, high-stakes endeavours faced by adventurers as they delved into ancient ruins and enemy strongholds. These traps tended to be much more complex than those used by hunters to catch game, potentially involving intricate mechanical devices laid out over an entire area or structure with the intent of halting dangerous and (sometimes) intelligent intruders. While some traps were plainly designed to automatically kill invaders, most were intended to slow them down or drain their resources while the defenders responded.[2]

The emplacement of long-term traps in a dungeon or other structure required them to not adversely affect the inhabitants who were ostensibly protected by them. Most importantly for an inhabited area, they needed to not get in the way of or be triggered by the defenders as they moved around both in day-to-day business and during combat situations. Active defenders needed to be completely aware of the locations and effects of their traps and how to best make use of them during a conflict.[2]

  • Death traps were the most lethal traps, and often the most expensive and complex. Because of their utility they were best used near the entryway to ensure their usage and not waste the lives of the defenders.[2]
  • Softening traps were intended to weaken and tire intruders by without the expectation of slaying them. They worked best when the defenders could actively harass the attackers and keep up constant pressure along with the traps, preventing them from resting or gathering their wits.[2]
  • Combat traps worked best when triggered at the start of or in the midst of combat. They were not particularly dangerous in of themselves, but temporarily distracted or disabled the intruder and allowed defenders to take the advantage in combat.[2]
  • Pursuit traps were intended to be blundered into while the defenders acted as bait, or placed along the defender's vital escape routes. They were best at slowing down and harming intruders that were rushing forwards without as much care.[2]
  • Testing traps were open challenges to intruders. They were intended to overtly test the worthiness of the intruder and give them a fair chance to escape or bypass the threat, according to whatever standards the maker had.[2]
  • Ejection traps moved the victims to a different location, such as to just before other traps that had already been bypassed, or out of the dungeon entirely.[2]
  • Alteration traps were not a threat in of themselves, as they simply changed the layout of the dungeon by opening or closing passages. This could prevent entry (or escape), corral the intruders into a new path, or unleash guardian monsters.[2]

Natural Traps[]

Most natural traps were simply dangerous areas that occurred on their own. These included quicksand, tar pits, sinkholes, unstable rock walls and ceilings, collapsing architecture, deep pools of water, and other hazards. These were likely to be the only "traps" present in uninhabited locations like natural caverns.[11][12]

Some creatures created their own snares and traps that they used for defending their lairs or catching prey:[12]

Notable Traps[]

Five rules for setting traps[17]
1. Pick the right spot
Place traps in chokepoints or around valuables. Don't let them be skirted around.
2. Avoid Collateral Damage
Don't let the trap hurt anyone or damage anything it's not supposed to.
3. Use the Right Tools
Don't cut corners. If you don't have the right tools, make a different trap.
4. Keep Your Distance
Use tongs, 10-foot poles, and goggles to stay safe.
5. Don't Test It
Don't trigger it yourself. Better to be known for making duds than for killing yourself.

Some traps surpassed typical examples in their scale, ingenuity, or malice.

  • Castle Ravenloft in the Domains of Dread possessed an elevator trap that sealed a section of hallway with steel portcullises, then lifted up a shaft while spraying the victims with magical sleeping gas.[18]
  • Downshadow of Undermountain was home to the Grim Statue, an ancient and forgotten statue that shot bolts of lightning at intruders. Over time its triggering mechanism became faulty and it began shooting bolts randomly about itself, eventually blasting clear a large circular cavern.[19]
  • The House of Stone was a dwarven fortress equipped with both crewed and uncrewed defenses. Even decades after being abandoned, it was filled with self-setting traps that continued to slay intruders.[3][20]
  • The Tomb of the Nine Gods was filled with a gratuitous amount of traps designed to test one's luck, fortitude, and sanity. This included a chamber flooded with wine,[21] a massive rotating drum (filled with fire),[22] and a nycaloth trapped inside an enormous armillary sphere (specifically, Selûne).[23] There was also an instantly lethal rift to Mechanus, though that may have just been a result of Acererak's disregard for safety.[24]
  • The Vault of Dragons beneath Waterdeep was protected by a magical fresco that enthralled those that looked upon it. It forced the victim to remain nearby and stay awake, eventually dying of exhaustion.[25]

Types of Traps[]

…stone teeter-totter blocks dumping those who step on them into deep, spike-studded pits, treadles that cause stone arms to spring forth from walls with swift crushing force, huge double doors not attached to their hinges so that they fall down on whoever pulls at their handles, rams that burst across rooms when the doors that conceal them are opened, and so on…
— Volo, describing the House of Stone[20]

Many physical traps were possible:

  • Booby traps were the simplest traps that used basic mechanical components. They were common and effective for their cost, finding use by kobolds, orcs, goblins, and anyone else with little in the way of resources. They were most useful when used to gain some advantage in immediate combat, as they rarely had lasting effects or caused serious harm.[26]
  • Alarms caused a bell or similar device to produce a great amount of noise, alerting nearby defenders, but did nothing else to impede invaders.[26]
  • Pits used the simple force of gravity to cause a damaging fall. They were usually disguised with a collapsing floor or trapdoor that allowed the victim to walk into it unawares, but even an open pit could cause invaders to shy away, or simply let them be pushed in the old-fashioned way. The impact itself could harm or kill the victim, but secondary traps such as spikes at the bottom of the pit were popular.[27] A pit could also be filled partway with water and then stocked with carnivorous fish or other creatures.[28]
  • Separation traps used a moving wall or gate to corral and separate groups of invaders. Once they entered, they could not leave, allowing them to be handled by defenders or a secondary trap system.[28][29]
  • Melee attack traps involved some direct harm being visited upon the target such as spikes or blades being thrust upon them.[30][27] More elaborate "attacks" involved whole walls or ceilings moving to crush everything within a chamber, complex arrays of blades, and large boulders set rolling down a narrow hall.[28]
Kobold dust trap

A tripwire and bag of dust works just fine.

  • Ranged attack traps used missiles like darts, arrows, bolts, and spears launched from a distance. The simplest required manual reloading, but more advanced types used automatic mechanisms.[27][28]
  • Poison made an excellent addition to a trap, or a trap on its own. Spikes and darts could be envenomed for additional effect, while some contact poisons could be used to make something as innocuous as a doorknob a threat.[28]
  • Hobbling traps were designed to cause lasting impediment to the victim, usually by injuring their feet.[29] These could be dedicated mechanical contrivances, or common hunting traps[8][31] and caltrops that could be quickly deployed.[32][33][5][4]
  • Tripping traps aimed to simply lay the victim low for a moment. These could be tripwires, ball bearings, ropes, chains, or anything else that caused someone to lose balance and be at a disadvantage.[5][4]
  • Ensnaring traps used nets and snares that pinned the victims in place temporarily. The webs of giant spiders and similar creatures could also fulfill this role.[28]
  • Collapsing traps used an unstable natural or artificial ceiling, wall, column, or other architectural feature as the weapon, or a mass of similar heavy materials. When triggered, they would fall upon the victims, burying them in rocks, bricks, masonry, or timbers.[28]
  • Gas traps used poisons and toxic chemicals to fill a small space, causing choking, blindness, or suffocation. Burnt othur,[28] ammonia, chlorine, and fluorine had uses in disabling or killing intruders.[34][35]
  • Dust traps used some kind of powder, sand, or other fine material to fill the air. These could temporarily blind someone by getting in their eyes, hang in the air and block lines of sight, or cause suffocation. They were most popular among creatures that did not depend solely on sight, such as grimlocks and dragons.[26] They could also involve powdered toxins that worked on inhalation or skin contact.[28]
  • Light tricks were a sort of trap used to misdirect and lure foes. This involved a source of light such as a campfire or bonfire being set that implied the presence of people, such as a campsite. The fire-setters would await nearby, allowing potential threats such as bandits or monsters to be drawn in by the obvious light source and investigate the false camp. This allowed the fire-setters to plan an ambush or some other response.[36]
  • Flood traps involved sealing the invaders inside a chamber, then rapidly filling it up with water or some other drowning liquid.[28]
  • In addition to being used as lures into other traps, valuable or useful-seeming weapons could also be trapped directly. They could be given a contact poison on the handle, or have a more complex mechanical setup that caused it to disintegrate when used in a serious situation, or spring back and strike the wielder.[37]
  • Plants and fungi that did not move or intentionally attack could make useful low-maintenance traps. Flora such as brown mold and green slime not only looked innocuous, but could easily slay an unprepared wanderer.[28]

Magical Traps[]

Lightning Trap Dungeonscape

Lightning traps could disable groups of invaders.

Magic could greatly enhance other trap designs, or allow entirely new possibilities:

  • The alarm spell provided a basic audible alert against intruders.[38][39]
  • Explosive runes hid an explosive trap inside a body of text, causing the reader to suffer immensely.[40]
  • Fire trap placed an explosive trap upon a container or door that detonated upon being opened.[41]
  • The glyph of warding created an adaptable basis for a powerful magical trap, whether a direct damaging blast or a more specialized spell effect.[38][42][43]
  • Guards and wards produced a variety of defensive magical effects that confused, obstructed, or harmed intruders.[44]
  • Powerful Illusion spells such as programmed illusion could lead intruders astray, wasting their time and tricking them into further traps.[45] Even simple illusions such as illusory wall[46] and silent image could create dangerous obfuscations.[47]
  • Leomund's trap made an object seem as if it were lethally trapped to magical and mundane senses, causing an intruder to waste time and resources dealing with it, or scaring them off.[48]
  • Mordenkainen's faithful hound provided a magical invisible guardian that defended an area.[49]
  • Snare caused a loop of rope or vine to tighten around any limb placed within it.[50]
  • Symbol spells provided various deadly and incapacitating effects,[51] including death, fear, weakness, stunning, sleep, persuasion, pain, insanity.[52]
  • Trip caused a mundane object to hover slightly in position to trip a target that passed over it.[53]
  • Cursed magical items could be intentionally left where looters could find them, allowing the intruders to pick them up and suffer the consequences.[37]
Annihilation Mouth Dungeonscape

Sometimes nothing at all could be an effective trap.

Many magical traps used a discrete magical device, which could usually be re-used:

Countering Traps[]

Trap Experts[]

  • Cunning rogues were often the most adept at identifying and disabling traps and devices.[58][59][60]
  • Many barbarians had an innate sense of when a hidden trap was ready to spring, giving them a decent chance of spotting a device early.[61][62]
  • Dwarves could have an innate sense for stone and stonework, which extended to identifying traps and other disguised features within masonry.[63]

Mechanical Tools[]

Thieves' Tools Dungeonscape

A full set of tools were well advised.

  • Once located, many types of traps could be disabled by brute force. Even the least educated warrior could manage jamming or breaking mechanisms and blocking firing-holes.[64]
  • A 10-foot pole was a vital tool that could be used to prod and poke at suspected traps from a safe (or safer) distance.[65]
  • Thieves' tools made up a set of handy tools used to bypass or disable devices such as locks and traps. These typically included lockpicks, files, scissors, pliers, and a small mirror.[66]

Magical Tools[]

Appendix[]

Behind the Scenes[]

Any of several mechanical or magical devices which may be triggered by adventurers, usually causing damage to one or more of them. Examples are pits, pits with spikes, poison needle traps on treasure chests, etc.

Traps are used in the context of Dungeons & Dragons as a means of elaborating on the standard gameplay of exploration and combat. Hidden traps encourage players to be more cautious while draining resources, such as time, hit points, spells, or tools, and can encourage or dissuade certain courses of action.[1][2]

Gallery[]

References[]

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