Traps / Puzzles

Trap / Puzzle Ideas
The Falling Wall - The party needs to climb this wall. There's a field of unconsciousness halfway up. Anyone who climbs through it passes out, and then revives fully healthy as soon as they leave it.

The Melting Pot - An orb of glass filled with treasure/an important key, and horrible snake monsters.

The Penitent Drinker - The room is proofed against magic. The door at the end of the hall only opens when a bowl is filled with water from a spring on the other end of the hall. The hall is long, and heated by volcanic heat, causing the water will evaporate almost instantly if the hall is traversed.

The Oldest Key in the Book - A door/chest only opens when natural sunlight is shined on it. This chest/door is immobile and deep inside the dungeon.

The Worst Swim - the key the party needs is visible at the bottom of a moderately-sized lake of acid.

Ancient Memories - The door only opens to the call of an extinct animal, a druid can learn a spell to summon animals, blowing through the skill of such an animal would work, as would mimicking a call from someone who has heard it before.

Balancing act -A porcelain statue depicting two dozen angels sits suspended in a temple, balanced perfectly on the lowermost angel's small toe, if the statue falls the doors to the temple will forever close, but the door forward wont open until the party moves the statue to the ground safely.

The Disappearing bridge - An ice bridge doesn't exist where the party last saw it, because it melts in direct sunlight, but every evening the bridge is rebuilt by a water golem. Every night the ice spiders cover it in their webs, making crossing a dangerous affair.

Hold your Breath - A long underwater passage. No tricks, its just too long to swim it by holding your breath.

The game - A pair of titans blocks the way, and they are engaged in an incomprehensible game of strategy and they may pass once its finished. The last turn was 79 years ago.

The Crying Door - a door depicting tears falling from an open eye only opens when some saltwater is applied to its surface.

Chests
A chest that only opens if its taken above a certain elevation.

A chest that only opens if dropped from a daunting height.

A large chest that only opens if swallowed by a creature.

Room effects
An arena decorated with bloodstains both fresh and ancient, all PCs inside the arena gain advantage to hit with melee weapons.

A huge room adorned with large statues of scholars monks and priests casting their gaze down at you disapprovingly, anyone moving within the room has their speed halved each turn until they spend a round doing nothing.