#127: 1101 Dungeon Traps & Puzzles to Challenge Your Players | Ready-to-Run Traps, Puzzles and Handouts for Fifth Edition
Traps and puzzles for the dungeon master, ready to run tonight: 60 traps that scale from level 1 to 20, 41 puzzles with printable player handouts, and six mapped trap rooms.
Every dungeon needs something besides monsters. A pressure plate that makes the rogue sweat. A row of levers that keeps the whole table arguing. A vault that floods while the wizard is still counting coins. Traps and puzzles are where players stop swinging swords and start thinking, and when they work, they are the scenes your table talks about for years.
They are also easy to get wrong. A trap with no warning feels like a punishment. A puzzle with two right answers, or none, kills a session. Every trap in this book has a tell a careful party can spot, and every puzzle has one checked solution, a ladder of hints and a way forward if the players fail.
How Each Trap Works:
Built on the 2024 fifth edition trap format. Each trap is a nuisance or deadly, with a tell, a trigger, a duration, its effect, and how to detect and disarm it. A table of save DCs and damage for levels 1-4, 5-10, 11-16 and 17-20 means the same trap works for any party. Pick the row and run it.
How Each Puzzle Works:
A difficulty, a hint check, what the players see, how it works, the solution, three hints and what happens if they fail. Every puzzle has a full-page handout to photocopy and pass across the table: five levers under a carved verse, a balance with three stone weights, a floor of fire and ice, three chests where only one lid tells the truth.
Six Trap and Puzzle Rooms:
Complete scenes that chain traps and puzzles together, each with a battle map, read-aloud text, a reward and a way through for a stuck party. A merchant's vault that floods, a hall of swinging blades, a dead wizard's study, a temple floor of fire and frost, a poisoned crypt with a ghost who wants a name, and the sloping hall to a dragon's lair with a stone ball waiting at the top.
Free Battle Map Pack:
Every copy includes a code for the full map pack: color DM and player maps, black-and-white print versions, Universal VTT files and the editable Ink Hammer map files.
What's Inside:
- 171 pages, zero prep: open to any trap or puzzle and run it
- 60 traps across seven chapters: floors and pits, walls and doors, falling things, arcane wards, gas, water and fire, living lures, and treasure bait
- Every trap scaled for all four tiers of play, levels 1 to 20
- 41 puzzles with solutions, three graded hints and a fail-forward result
- 41 full-page player handouts
- 6 trap and puzzle rooms with battle maps
- Running Traps and Puzzles: telegraphing, scaling, hints and keeping the game moving
- Designing Your Own Traps and Puzzles, plus a Trap and Puzzle Finder
Perfect For:
Game Masters who need a trap or a sealed door tonight
Tables that want a break from combat
Dungeon crawls at any level, for any party size
A gift for the Game Master who has seen every trap in the rulebook
Watch your step. Mind your wits. Your players are next.