Impractical traps

I'm sending my players into a dungeon designed by fey on Tuesday. The dungeon itself was made to imprison one guy for having the audacity to steal a gem from their court. They designed to dungeon to just be filled with traps that are more frustrating than lethal for anyone trying to rescue him (they leave the deadly part for the undead filling it). I want some impractical and funny traps to spring on my players.
They are level 3 for reference.

Well, there's the good old bear trap.

...A bear is less than CR 3, right?

You obviously need to put in a Trap.

>I want some impractical and funny traps to spring on my players.

Doors left open ajar with baskets over them that spill over when the doors are opened.

Most are filled with water- one out of ever 12 however is filled with scorpions/centipedes/land crabs.

Hallway enchanted to make it feel like you are continuously walking through spiderwebs, even though there are non

A room that is empty save for another doorway, that has a sudden and hard to notice three to five foot drop, causing the unwary to misstep and fall face first. The door opens , they try to run through and run into the wall. There was literally only enough room for the door to close, nothing more. Or maybe make the door a lever for a spear trap hidden behind the door that impales whoever opens it.

>extra "fuck you"— another few rooms identical to the first, all the same. And one that actually has a chest or something, with the key hanging on the back of the door. If they don't notice it and pick the lock, all they find is the spare key inside

>bear trap
>it's a trapdoor with a bear at the bottom of the pit

>pic related

statues and plants randomly having shit taken or lost only to reappear the next room.

randomly plants stop all movement of a random party member mid-fight.

you know drugs? there needs to be alot of them. not lethal fuck-you-and-die. like stuff that makes them unable to sleep that night, or perhaps spoils their rations, or even random hallucinations of random things (dragons, gold, party members, etc.) placed erratically (over pits, infront of traps, behind monsters, etc.)

A fog filled pathway that makes you increasingly paranoid the longer you inhale it, however the faster you try to get out of it makes it ten times worse, and makes you do all matters of irrational things

Read up on non-euclidean spaces. You can have a LOT of fun with a "square" room and 2 pillars.

Unfortunately most of the dungeon is covered in blood from its prisoner, the fey hooked him up so he would constantly have blades dug into his flesh but magic to keep him from dying so the dungeon eventually fills up with his blood before an opening was made by unwary tunnelers.

constitution check to not sneeze

...

each room has a random theme.

The theme? Pic related.

Also you MUST do this.

Hallway lined with large sheets of paper coated in glue. The more you struggle the more stuck you get.

Nesting treasure chests. The smallest one contains an angry hornet. Stretch out the descriptions of each individual treasure chest so that it suitably wastes your players' time, to avoid it just being "Okay, I pick that lock, too. Okay, I pick that lock, too. Okay, I pick that lock, too." Just so you get the feel right.

They get thrown into a pit to be at the mercy of the dreaded Tickle Monster.

Each treasure chest is locked by a riddle. The riddles are for children.
>What five-letter word becomes shorter when you add two letters to it? [s]Short[/s]

>You see a treasure chest with leafy filigree embedded into it.
>You open the chest and see that it contains a box, almost the perfect size for the chest. The Box has varied woodland depictions, it does appear to be locked.
>Inside the box is a small container that fits snugly into the space, holding this box you can feel a humming coming from inside
>BEES!

Is actually the player's mom's vibrator

I actually put a box of enchanted sex toys and porn magazines in a tomb once, the player immediately gave the box to his girlfriend's character so I had to give her the statistics for the dildo bat.

One that I just used, I stole from elsewhere online.

Have a spooky enchanted torture rack. Give a clue that the pain must continue, and on the rack is something the party can't stand to see suffering. A friend. An old lady. Whatever.

There is a lever or something, and the pc's may immediately be swapped with the innocent victim, and, at the end of their turn, take 1d6 damage.

The secret, of course, is that after 3 rounds of damage, the sentient rack is pleased with their moxy and spits up the key.

I sprung this on my party and they became so obsessed with swapping out with each other before the pain was applied, and with reading WAAAAY too deeply into the clues I had left.

Hope this makes sense.

tl;dr-
trap needs them to go "ouch" 3 times. Doesn't tell them its only 3 times. See who has the guts to stay, or if they each take one turn of pain, etc, as long as the trap gets the blood it wants.

This is like that guy in Austin Powers who can't stand being asked the same question three times, I love it.

They open a door to a random disturbing and weird illusion. Closing and opening the door again changes the image. If they try to enter the room they break their nose on what is really there. A wall.

Orc jacking it to dwarf porn is the kind of thing that the illusion shows.