TEXT:  
  2minute traps. 
  Goblin Mine Shaft.  
  “Players approach the edge of the quarry. A ramp lowers into the quarry turning back on itself, 
  like scaffolding, this pattern repeats to the bottom dirt. Directly next to the ramp sits a crudely 
  constructed elevator contraption with a single lever, currently switch to ‘up.’” 
   
  Fill this trap with whatever monsters seem appropriate, today I play goblins. So, 2 Goblins sit 
  atop the quarry guarding both the elevator room and the ramp. After killing the first two goblins, 
  players choose to take the elevator or the ramp. This structure has 5 levels with 2 goblins per 
  level.  
   
  Players that take the elevator will aggro all 8 remaining goblins that meet the party at the bottom 
  of the elevator ride. If players immediately send the elevator back to the top, they are gifted 
  enough time to safely retreat. 
   
  If players take the ramp, the dungeon master will decide the pace down the ramp. Maybe you 
  go 1 level at a time, maybe a group of two goblins hears the party fighting up stairs and joins in, 
  maybe in the end the elevator was perfectly safe and players slap their heads for not taking it. 
   
  Whichever the case, the party makes its way down and onto the adventure ahead!  
  Contact: 
  dubcaughy@gmail.com 
  Discord: @gimp3415 
  
   
  2minute traps. 
  T-switch. 
  “Players round a sharp corner, only to find themselves at a complete dead end. The dungeon is 
  apparently over?”” 
   
  Upon investigations players discover the switch right before the corridor first bends. If pressed a 
  massive stone block slides across the dungeon floor filling the prior corridor, and revealing a 
  new path as the corridor now turns the opposite direction. 
   
  At the end of the new hallway, lies a fake altar, meant merely as a distraction for our players. If 
  enough time passes, or players touch the altar, then the stone pillar slides back into place 
  trapping the party in the room with the false altar. Dungeon master may allow dexterity checks 
  for attempts to beat the sliding stone. 
   
  Instead players will need to press the activation button and enter the hallway before the block 
  moves. As the block pushes the players forward another stone retracts revealing a new exit 
  where the original dead end appeared.  
   
  Trapped forever or onward into the dungeon? 
   
  Contact: 
  dubcaughy@gmail.com 
  Discord: @gimp3415 
  
   
  2minute traps. 
  Gnomish Dart Trap. 
  “You chase the goblins throughout their lair, one quickly turns a corner and you watch him run 
  down the long corridor, taking another left he turns out of sight for the party.” 
   
  Players watch as a small creature runs down a narrow hallway, if the players attempt to follow 
  the creature a trap is sprung.  
   
  This is a weighted pressure plate, designed by gnomish minds, this trap will not trigger for small 
  sized creatures. Medium or larger creatures that step on this trap will take damage from the 
  blow darts in the wall.  
   
  This trap can be tricky for parties that may be using those famous halfling scouts. They will 
  simply walk over the trap. A moderately high perception would be required to detect these traps. 
   
  Try using them at the tops of stairs, or other high traffic areas.  
   
   
  Contact: 
  dubcaughy@gmail.com 
  Discord: @gimp3415 
  
   
  2minute traps. 
  20-Foot Hole. 
  “Behind the door, lay a corridor, with a rather obvious trap in the center of the floor. A poisoned 
  spike pit sits before the party, 10-feet in length. This is a rather crude trap for the magic we’ve 
  experienced up to this point.” 
   
  The pit is not actually a 10-foot gap, but rather a 20-foot gap. There is an illusion spell on the far 
  end of the trap, making the gap appear shorter than it is.  
   
  Players that blindly jump across will most likely find themselves impaled by the spikes below. 
  High perception checks may reveal that one or two spikes is literally poking into the wall and 
  appears to be grossly ineffective.  
   
  The dungeon master may find that simply placing a 20-foot gap without illusions may still be 
  challenging for a low level party.  
   
  It doesn’t have to be spikes, snakes are fun too.  
   
  Contact: 
  dubcaughy@gmail.com 
  Discord: @gimp3415 
  
   
  2minute traps. 
  Inner Sanctum. 
  “A strange magical door, looks as if it may require a key. But wait, another door with essentially 
  identical markings. And finally a third magical door was found hidden in the back of the 
  dungeon. Magic detection tells us these doors require some type of ritual to open.” 
   
  There are three magical doors placed in three separate corners of your dungeon. All doors look 
  the same and will act the same. Each door will require a key, three keys will be found in the 
  dungeon, and again identical in every way. 
   
  Players must separate and place all three keys into the doors simultaneously. Failure to place 
  all keys in together will damage your players slightly, and spit the keys back onto the floor. 
   
  After all three keys are inserted together the doors release a pale shimmering light, then vanish, 
  and players are allowed into the final room.  
   
  But what is behind those doors? 
   
   
   
   
  Contact: 
  dubcaughy@gmail.com 
  Discord: @gimp3415 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/3 Suggestions ( Up to Four Players)/2minute_traps_Vol1.pdf