So today I’m supposed to write about traps and puzzles, right? Well, the thing is that I haven’t used puzzles yet and I’ve only used traps in published adventures. I haven’t created anything new in this area and, from what I’ve read, it’s one of the hard parts of creating adventures. But I’ll give it a shot.
A good trap that I enjoy is the pit trap that contains a monster at its bottom, preferably something oozy. I’ve seen it a couple of times and I recently saw it again in Out of the Abyss. It’s a good trap that also has some versatility. If the players activate it but manage not to fall in, you can have the monster crawl up the pit and fight them. This way everybody wins!
As for puzzles, like I said, I haven’t used any. But combining my favorite dungeon type with puzzles, you could get a clockwork labyrinth that has different encounters in each room. Depending on how you deal with the encounter, the labyrinth would change, bringing you closer to the exit or your doom. Yeah, I should probably do that.
And this is my favorite trap and my potentially favorite puzzle. So what’s for tomorrow? Ah, my favorite NPC. This may require some extra thinking.
So until then, have fun!
I really like a classic pit trap, but there is mud and water at the bottom, with a skeleton also lurking in there. Its a nice mix up of a standard trap.
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Nice one! The skeleton could not be moving until someone fell or climbed down into the pit and then attack them! I believe pit traps can be a good for players new and experienced alike. Since they can be simple, they could help new players get accustomed to this aspect of the game. But a more elaborate pit trap could be something refreshing for the more experienced. In the end, it all comes back to the DM’s imagination and “evilness”.
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