The tome of fiendish traps for greedy adventurers Oct 23, 2009 21:22:04 GMT -5
Post by cartomancer on Oct 23, 2009 21:22:04 GMT -5
#1 - The Vault
The vault is designed to have all the appearances of a trap whilst actually being a windfall (if the delvers ever make it out). There is also a variant on this trap listed below that although it will look identical to the delvers has absolutely nothing good in store for them.
For best effect, place this trap in the early stages of a larger dungeon (1st or 2nd level) in a room that is lightly guarded (maybe a grunt or two). The guards should appear to be guarding something of value but, nothing too expensive (maybe a bag or two of gold pieces). Enough to attract the attentions of the delvers and make them suspicious (who leaves money lying around virtually unguarded after all) but, not deter them.
Once battle is done it's a fair assumption that the party will search the room (for secrets, further wealth, a dropped contact lens or what have you). On doing so they will find a rather poorly hidden (if you were looking for it) pit trap by the treasure you tempted them with and, one they can easily avoid (with a low level saving roll). They will certainly try to avoid it, steal the treasure and, be on there looting ways... Which is okay because they just missed out on the big score in the room!
The pit is actually how the lower level monsters deliver money to the vault. The pit itself actually opens into a chute that decends 2 or 3 levels of the dungeon and deposits all the loot in a vault chamber below. The treasure the party just looted was about to be deposited when the party burst in on the grunts (hence why it was so close to the pit).
Should anyone look into the pit, it will appear as the chute decends into darkness because there is no lighting in the vault.
Of course, there wil always be some poor unfortunate that falls in eventually and, that's where the real fun begins! They'll probably think that this was the best saving roll they missed when they land safely in a room full of thousands of gold pieces, gems, treasures and, wonderful do-hickeys un-hurt. The look wil soon change when they realise the full gravity of the situation they are in though...
The chute is a very long and tiring climb so they will have a hard job taking any of the loot back out the way they came. The only other exit is a door that only opens from the outside (which is also guarded but, by bigger, badder monsters). The walls of this room have been re-enforced with 5ft of metreotic iron (you'll see why below), so magic wont help much and, at the GM's descretion it's fair to say that any 'magic' items that they find in here will be pretty defective by now. The room might even start draining Kremm from the delvers.
Variant - The Cell
I like things in my dungeons to have a purpose and, a logic that the players might decypher that will give them a sporting chance, so the variant of this trap takes it back to it's origin.
Before someone thought that this would be a pretty good place to store valuables the room was nothing more than a food store for the monsters. No matter who fell in, they'd have very little to no chance of escape and the monsters (big nasty flesh eating monsters) could pop along and pick up a snack.
The variant of course needs no bait at the top, just place it where you expect the delvers to delve and, conceal it better. For flavour, throw in the bones of a few lost souls into the cell or, even someone that's gone mad with the antisipation of being eaten and attacks whoever falls in.