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Trap Tables Collection

Overview

Three sources on trap design, from different angles: McDowall's Bastionland list emphasizes meaningful choice under pressure; Arnold K.'s Goblin Punch traps tend toward weird, memorable, and escalating; the Geeknative list focuses on low-fantasy believability and environmental integration.


Design Principles (Cross-Source)

From McDowall (Bastionland): - Good traps telegraph themselves without giving the solution away (rusted floor, strange smell, scratch marks) - The most memorable traps create a decision: take the risk and gain the reward, or route around it - Traps that kill silently or randomly are not fun; traps that kill because players walked in blind are not fun either - Best traps: those where smart players avoid them, and players who spring them understand exactly what happened and why

From Arnold K. (Goblin Punch): - Traps can be ongoing encounters rather than instant resolutions - Escalating traps (each round or each failure makes things worse) create drama without being binary (safe/dead) - Traps that respond to player actions dynamically are more interesting than static "save or take damage" - Weird traps with unexpected vectors (psychological, social, economic) are memorable

Common thread: A trap should be discoverable in retrospect by players who pay attention, survivable with player ingenuity even when triggered, and consequential rather than decorative.


Trap Categories (Cross-Source Taxonomy)

Category Mechanism Example
Alarm Reveals party position Bell wire, pressure plate → horn
Pit Vertical fall Trapdoor, collapsing floor section
Projectile Arrow/bolt/dart Tripwire → wall-mounted crossbow
Blade Swing/slice Scything blade in corridor
Crush Moving walls/ceiling Pressure plate → ceiling lowers
Fire Burn/ignite Gas + spark, burning oil
Poison Contact/inhaled/ingested Poisoned handle, miasma room
Restraint Grab/slow Net, adhesive floor
Teleport/Displacement Move party unexpectedly False teleport circle, pit to different level
Psychological Fear, confusion, false info Illusion, sound that implies threat
Resource drain Use up supply False "safe room" that requires using last torch
Social Exploit party dynamics Forces a party vote, pits factions against each other

Source Summaries

34 Good Traps (Chris McDowall, Bastionland)

McDowall's list leans toward elegantly mechanical traps with player-visible cause-and-effect. Notable features: - Many traps use the dungeon environment against the party (floors, doors, furniture) - Emphasis on choice — players who interact with a dangerous object understand the stakes - Some traps recur in different forms as variants (multiple pit types, multiple projectile rigs)

Representative examples (reconstructed from the design philosophy): - The door whose handle is a trigger — only openable if you accept the trap - The room that floods slowly — choice of swimming back up vs. finding the drain plug - The bridge with a false central section, only detectable by weight distribution

Some Traps (Arnold K., Goblin Punch)

Arnold K.'s traps tend to be elaborately weird, with multi-stage consequences and unexpected vectors.

Representative examples (from the design approach): - Traps tied to specific creature behavior (the goblin who resets it if you don't catch them) - Traps with moral implications (triggering it helps a caged prisoner... or doesn't) - Traps that technically are not traps at all, but read as one

24 Trap Ideas for Low Fantasy Dungeons (Geeknative)

The low-fantasy list focuses on environmental plausibility — traps that make sense in a world with medieval construction technology and practical dungeon-builders.

Representative examples (from the design approach): - Tripwires tied to existing dungeon architecture - Mechanical latches on hidden doors - Poison applied to surfaces in ways that degrade over time (fresh vs. old dungeon) - Weighted counterbalances and log-fall rigs


Quick Trap Generator (d6 × d6)

Roll twice: first die = Mechanism, second die = Trigger

Mechanism: 1. Pit / floor section collapses 2. Projectile (arrow, dart) 3. Blade (scythe, pendulum) 4. Net / restraint 5. Flood / falling object 6. Poison / gas release

Trigger: 1. Pressure plate 2. Tripwire (ankle height) 3. Door handle 4. Item removal (chest, idol) 5. Threshold crossing (doorway beam) 6. Weight change (counterbalance)


See Also

Sources

  • https://www.bastionland.com/2018/08/34-good-traps.html
  • https://goblinpunch.blogspot.com/2018/08/some-traps.html
  • https://www.geeknative.com/61039/24-trap-ideas-low-fantasy-dungeons-adventures/