A single day of devious trickery – er, that is to say, creative subversion of player assumptions – was never going to be enough for this blog. This week, a series of traps that will really mess with your players. Most are in fact so ridiculously rotten that their best use is to spring them, howl with laughter at the ensuing shrieks of outrage, and then retcon the traps out of existence once you’ve had your fun, lest your players mount an open revolt.
The fake-out trap
The PCs turn the corner and see a skeleton about thirty feet away, pinned to the wall by a spear. They also see several other broken spears on the ground nearby, all opposite a collection of fairly-well-concealed holes in the wall. As they look, they realise that the corridor ahead has these holes along a massive stretch of its length – just ducking through or long-jumping won’t save them, and doesn’t seem to have saved the skeleton, who is about ten feet into the trap.
Searching for the trap mechanism doesn’t reveal the trap… because there isn’t one. They’re just holes and spears.
Optionally, the last square of the corridor does include a genuine spear trap.
For extra pressure, ensure the PCs are being chased, with a lead of only 20 seconds or so.