OSSR: Grimtooth's Traps

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Ancient History
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Post by Ancient History »

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Door Traps
Doors are probably the most overlooked items in a dungeon, and with good reason. By and large, doors are usually transition devices between areas where the real action takes place: a warm-up act for the main attraction. As such, doors become commonplace objects, tackled with little caution and quickly forgotten.

A few well placed door traps will put an end to this. Operating as they do - when a delver's guard is down -t raps such as these are likely to create a high number of casualties. They will also lead to widespread, unreasoning paranoia, for if your best buddy gets fried by the first dungeon door, you can bet you're in for a tough trip.

Knock knock...
At this point I should mention that while the black-and-white artwork is uniformly blah and somewhat shoddy, this is a remarkably clean, clutter free book. Wide margins, no sidebars, no waterprint, no header and footer, no full-page illustrations, no Oh Gods My Eyes blocks of unreadably fonts, no white font on black...this is simplicity itself, and it is a joy to read after years and years of...

Okay, back to the traps.

Doors are basically barriers, and barriers aren't typically trapped. Barb wire or spikes on top of a fence isn't a trap, it's just a further impediment; an unmarked electrified fence is a trap because the danger is not obvious. So it is with doors. The basic problem is, there's not a lot to a door. Doors themselves tend to be designed to open, so even really big and heavy doors or those with complicated locks offer relatively limited space for traps. Thus the trap is either small and in the door, or it is more accurately located in the proximity of the door.

So what I'm getting at is that rather inventive door traps tend to get rather silly. Case in point, The Circular Doorway (4 skulz). It's a perfectly circular doorway that has no obvious door, but the image on the other side of it is rather foggy. This is because the door is actually a gigantic, near-invisible, noiseless fan with razor sharp, barbed, jagged blades. In other words, the PCs are expected to walk into a blender, no save.

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More traditional are the Guillotine Door (4 skulz) and Poison Door (3 skulz); these traps are triggered simply by opening a standard door (which, in addition, may be locked), and either a guillotine blade falls down from inside the door frame (I'm not sure how the timing on that is supposed to work, but I suppose it might lead to some one-footed salesmen) or a cloud of poisonous gas is sprayed on you. Classic, rather workmanlike traps.

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A rather common tactic for dungeon window-dressing, this is a good way to avoid traps situated around the handle (i.e. the part of the door you are most likely to touch). This is such an effective technique that is was used in The Princess Bride.
The green speckled recluse doesn't destroy as quickly as the stonefish. And many think the mamba brings more suffering, what with the ulcerating and all. But gram for gram, nothing in the universe comes close to the green speckled recluse; among other spiders, compared with the green speckled recluse, the black widow was a rag doll. Prince Humperdinck's recluse lived behind the ornate green handle on the bottom door. She rarely moved, unless the handle turned. Then she struck like lightning.

[...]

He just yelled and jumped for the door and slammed it open with his body, never even bothering with the niceties of turning that pretty green handle, and as the door gave behind his strength he kept right on running until he came to the giant cage and there, inside and still, lay the man in black.

[...]

Inigo, for his part, was startled at Fezzik's strange behavior. He saw no reason for it whatsoever, and was about to call after Fezzik when he saw a tiny green speckled spider scurrying down from the door handle, so he stepped on it with his boot as he hurried to the cage.
So perhaps naturally, there is a trap specifically designed for adventurers that kick down doors. It is the Cure a Kicker trap (2 skulz), and it is a (relatively) simple mechanical trap that causes something very heavy to fall on you when the door is broken open from one side.

Michael Stackpole was brought back in to design three more traps, these relatively tame affairs. The Dry Rot Door (3 skulz) is simply a very weak door; on the other side of it is a monster. If the adventurer attempts to kick open the door, it will go right through the rotten wood and the monster will cut the offending limb off. Presumably the monster has a union which prevented the dungeon designer from combining this with the guillotine door, because otherwise there would be ogres outside the dungeon complaining about how in their dad's day they didn't have to worry about automation taking their jobs.

MS's Dragging Doorway (2 skulz) is a similar principle: kick down the door, and a built-in snare latches on to the offending limb and drags the PC into the next room. Possibly to be the bait/centerpiece of a nice room trap.

MS's Double Door Trap (3 skulz) is actually what we would call a half door design.
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Standard for witch's cottages, comes in oak, teak, and gingerbread.

If you open the top door and lean through, a spring-loaded blade shoots up and cuts you in half. Or I suppose it scalps you if you're a hobbit. For dwarves, I imagine it would just clang against your helmet. Half-ogres and half-giants may be circumcised. You get the drift.

AH now pictures the PCs stumbling into a Jewish ogre mohel.

The final trap of this (very) short chapter is the needlessly complicated Delvermatic Dicer and Malingerer Trap (4 skulz).

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Noticeably missing from this chapter are magic door traps (which, for some reason, often involve mimics or animated door knockers or something), and the classic standby: the poison dart in the lock trap. Maybe those were just too obvious.
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Post by Koumei »

I love how a mini debate on the dangers of honey and molasses happened. This is why the Den is awesome. Anyway, in future I will make it a pit trap, but still: getting crushed by honey is probably not a lethal matter in a world where you can sit adjacent to a pool of lava and be unharmed (and where Fire Resistance 1 conveys immunity to lava such that the only risk is drowning in it).

As for Door Traps, I find that Doors make the best targets for Animate Item, or for imbuing intelligence and the ability to speak. And not just for Alice in Wonderland and Labyrinth.
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Post by hyzmarca »

There are three animated doors. Two lead to certain doom. One leads to treasure. One always lies, one always tells the truth, and one casts Power Word: Kill on people who ask tricky questions.
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Post by fectin »

Koumei wrote:I love how a mini debate on the dangers of honey and molasses happened. This is why the Den is awesome. Anyway, in future I will make it a pit trap, but still: getting crushed by honey is probably not a lethal matter in a world where you can sit adjacent to a pool of lava and be unharmed (and where Fire Resistance 1 conveys immunity to lava such that the only risk is drowning in it).

As for Door Traps, I find that Doors make the best targets for Animate Item, or for imbuing intelligence and the ability to speak. And not just for Alice in Wonderland and Labyrinth.
You could just make it a 5X5x0.5 sheet. It would have the same effect except for the crushinating.
Vebyast wrote:Here's a fun target for Major Creation: hydrazine. One casting every six seconds at CL9 gives you a bit more than 40 liters per second, which is comparable to the flow rates of some small, but serious, rocket engines. Six items running at full blast through a well-engineered engine will put you, and something like 50 tons of cargo, into space. Alternatively, if you thrust sideways, you will briefly be a fireball screaming across the sky at mach 14 before you melt from atmospheric friction.
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Post by Fuchs »

In our current campaign our "barbarian" (mix of rogue and ToB classes) counts animated doors among his most feared enemies due to earlier trauma.
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Post by icyshadowlord »

hyzmarca wrote:There are three animated doors. Two lead to certain doom. One leads to treasure. One always lies, one always tells the truth, and one casts Power Word: Kill on people who ask tricky questions.
The hell is the point of a trap like that?
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icyshadowlord wrote:
hyzmarca wrote:There are three animated doors. Two lead to certain doom. One leads to treasure. One always lies, one always tells the truth, and one casts Power Word: Kill on people who ask tricky questions.
The hell is the point of a trap like that?
It's a classic variant of the Knights and Knaves puzzle. It's actually easier to solve than the standard Knight, Knave, Know-Nothing variant.

The solution to the puzzle is really simple.

Ask the first door "If I ask the second door which one leads to the treasure will he tell me the truth or will he kill me."

If the first door kills you, you've successfully identified the Killer, and the other two must be the Knight and the Knave. After that it plays out like the standard Knights and Knaves puzzle.

If he answers "yes" or "no", you can then ask the second door the same question about the third.

If the second door kills you, you know that the first was the Knight, and the third the Knave or vice versa depending on what answer the first door gave.

If the second door says "no" then he's lying and must by he Knave. If he says yes then he's telling the truth and must be the Knight.
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Post by Omegonthesane »

The logic used there assumes you can cheat death and is thus slightly unsound. Then again the original problem only said you got stabbed, and in D&D you are probably expected to be able to suck up a spear crit if you started on full HP.
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Post by Ancient History »

Items and Artifact Traps
All that glitters is not gold.

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For some traps, the reward is coming out alive and/or uninjured. For others, it's coming out alive and closer to your ultimate goal. For the rest, there's usually some bait involved: gold, jewels, food, magic, etc.

Then there are the traps where the "reward" is just another trap.

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Starting us off are three trapped treasures created by Michael Stackpole, presumably after he finished Chemistry class for the day. No, seriously. The first is The Hot Rocks (4 skulz), where a magical diamond necklace is strung with lumps of phosphorous that will burn if removed from the water where they're kept. The second is The Nefarious Nymph Statuette (4 skulz), where a statuette of pure sodium is kept in a dry grotto behind a waterfall (sodium + water == BOOM). The third is the Magnesium Torch (3 skulz) - a metal oil torch with a strip of magnesium at the bottom, which after a couple of hours will catch fire and go BOOM. My guess is Mike preferred these traps because mages have yet to perfect a detect science spell.

Special credit goes to the Moviola (5 skulz! 5!), obviously inspired by the magical cola machines and undead-powered dishwashers of The Book of Wondrous Inventions. It is literally an old peep show device with a reel of a woman performing the dance of the veils (4 sections, 25 gold to watch each section - 25 gold! That's two and a half pounds of gold. For that much gold, you should be able to buy all the virgins in the village and have them re-enact the plays of the Marquis de Lesbos). When the final veil falls, the woman is revealed as a gorgon and the wearer turns to stone.

Which begs the question what poor goblin's job it is to come in and take away the statue of the masturbating adventurer staring into the peep machine. Probably they sell them to collectors of arcane erotica, but wouldn't that just be the single most disturbing hallway in a dungeon? Would you continue into a room lined with those statues? I wouldn't.
The moviola machine is ideal for the back of a bar. The machine itself might even be a demon that could either attack the delver or simply laugh and run off with the gold.
Because a petrifying peep machine isn't deadly enough on its own, it either has to be Abyssal or animated.

The Theft Proof Gem is a reject from a science fantasy campaign that landed in D&D world. That happened rather a lot in the early editions. Anyway, it's a (minimum) 8,500 gp diamond with a tiny electronic device in it that causes everything the non-authorized owner is wearing to start heating up, to the point of combustion. Why they didn't just make this a cursed gem I don't know, unless the magic/science transparency optional rule was not in effect.

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Was this so hard?

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I'm pretty sure everyone on this forum can come up with at least one good alternative to this "trap." 1 skul my ass.

The Rope Serpent (4 skulz) is basically one of those hyperspecialized animals that have evolved to look like human-standard equipment. Which makes me want to run a game set in a world of giants, where there are gold bugs disguised as 1000-pound gold coins and the PCs mainly fight titanic rats and cockroaches, with the ultimate end boss being a giant-sized (possibly sabertoothed) housecat.

Satan's Bow (3 skulz) is almost clever. It's an obviously magical bow, because it glows and is made out of metal. The string is also metal, and coated with diamond dust. Trying to pull back on the string causes the character to lose three fingers. Unless they use some basic archery equipment like a thumb ring. Made of adamantine or something.

The Cup of Golden Mead (5 skulz) is something I might have put in the Crypts of Chaos.
Present the delvers with a sideboard laden with goblets, each of which contains a magical drink of "golden mead". The mead, when it hits the stomach, is transformed into an equal amount of molten gold. The character who imbibed the mead won't survive, but the party gets the cash - provided they're not too squeamish, or have "cast iron" stomachs.
And thus began the grand party tradition of gutting anyone who dies mysteriously and rummaging around in their innards for a bit.

Have a Ball (2 skulz)
To use this trap, you must install a bowling alley somewhere in your dungeon.
Finally.
Make it fully automated, and award gold pieces or somesuch for each pin knocked down. After a while, balls are returned to the characters that have poisoned spikes carefully located in the fingerholes. Strike!
My immediate thought is, of courses, what if the PCs run down the lane and kick down all the pins?

The rest of these are pretty much just variants of cursed items, except most using mechanical/chemical means of screwing the PCs over. Next up: Things!
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Post by hyzmarca »

Omegonthesane wrote:The logic used there assumes you can cheat death and is thus slightly unsound. Then again the original problem only said you got stabbed, and in D&D you are probably expected to be able to suck up a spear crit if you started on full HP.
You don't need to cheat death. You just need to convince your teammates to ask all the questions while you stand well away from the proceedings.
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Post by name_here »

Satan's Bow (3 skulz) is almost clever. It's an obviously magical bow, because it glows and is made out of metal. The string is also metal, and coated with diamond dust. Trying to pull back on the string causes the character to lose three fingers. Unless they use some basic archery equipment like a thumb ring. Made of adamantine or something.
Diamond does not work that way.
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Post by fectin »

Putting a cream pie in that box would indeed be stranger, but the puns would be unbearable.
Vebyast wrote:Here's a fun target for Major Creation: hydrazine. One casting every six seconds at CL9 gives you a bit more than 40 liters per second, which is comparable to the flow rates of some small, but serious, rocket engines. Six items running at full blast through a well-engineered engine will put you, and something like 50 tons of cargo, into space. Alternatively, if you thrust sideways, you will briefly be a fireball screaming across the sky at mach 14 before you melt from atmospheric friction.
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Post by Corsair114 »

fectin wrote:Putting a cream pie in that box would indeed be stranger, but the puns would be unbearable.
Make it a Gate that belts out a Balor when it opens.
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Post by hyzmarca »

The spring-loaded rod of lordly might in a box is a favorite of Drow Matrons everywhere.
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Post by Wiseman »

Whoops, double post.
Last edited by Wiseman on Wed Aug 28, 2013 2:12 am, edited 1 time in total.
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RadiantPhoenix wrote:
TheFlatline wrote:Legolas/Robin Hood are myths that have completely unrealistic expectation of "uses a bow".
The D&D wizard is a work of fiction that has a completely unrealistic expectation of "uses a book".
hyzmarca wrote:Well, Mario Mario comes from a blue collar background. He was a carpenter first, working at a construction site. Then a plumber. Then a demolitionist. Also, I'm not sure how strict Mushroom Kingdom's medical licensing requirements are. I don't think his MD is valid in New York.
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Post by Wiseman »

Starting us off are three trapped treasures created by Michael Stackpole, presumably after he finished Chemistry class for the day. No, seriously. The first is The Hot Rocks (4 skulz), where a magical diamond necklace is strung with lumps of phosphorous that will burn if removed from the water where they're kept. The second is The Nefarious Nymph Statuette (4 skulz), where a statuette of pure sodium is kept in a dry grotto behind a waterfall (sodium + water == BOOM). The third is the Magnesium Torch (3 skulz) - a metal oil torch with a strip of magnesium at the bottom, which after a couple of hours will catch fire and go BOOM. My guess is Mike preferred these traps because mages have yet to perfect a detect science spell.
My question is who the hell is intelligent enough to come up with the science knowledge necessary to build these traps in the first place? And second of all, where are they getting things such as pure magnesium or sodium when they don't even occur in nature? The only way I can think of right now is to use Polymorph Any Object, but if your capable of casting that, and smart enough to know the science to make it truly broken, then you probably have better things to do than build traps screw over a bunch of low to mid level adventurers.
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RadiantPhoenix wrote:
TheFlatline wrote:Legolas/Robin Hood are myths that have completely unrealistic expectation of "uses a bow".
The D&D wizard is a work of fiction that has a completely unrealistic expectation of "uses a book".
hyzmarca wrote:Well, Mario Mario comes from a blue collar background. He was a carpenter first, working at a construction site. Then a plumber. Then a demolitionist. Also, I'm not sure how strict Mushroom Kingdom's medical licensing requirements are. I don't think his MD is valid in New York.
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Post by Ancient History »

Probably they mumble some bullshit about "Alchemy" and "it just is, okay?"
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Post by RobbyPants »

Ancient History wrote: Satan's Bow (3 skulz) is almost clever. It's an obviously magical bow, because it glows and is made out of metal. The string is also metal, and coated with diamond dust. Trying to pull back on the string causes the character to lose three fingers. Unless they use some basic archery equipment like a thumb ring. Made of adamantine or something.
Why the fuck would someone continue pulling the string after it starts cutting into their fingers?

"Ow! This fuckin thing cut me! Oh well. I'd better keep pulling until it gets to the bone. It won't cut through that."

Seriously. I should try my hands at a trap like that:

Nail sticking out of the table (3 skulz)
This is a 3" iron spike sticking out of the table, firmly affixed. It will instantly kill any character who decides to slam their head against it.
Last edited by RobbyPants on Wed Aug 28, 2013 7:40 pm, edited 1 time in total.
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Post by Username17 »

RobbyPants wrote: Seriously. I should try my hands at a trap like that:

Nail sticking out of the table (3 skulz)
This is a 3" iron spike sticking out of the table, firmly affixed. It will instantly kill any character who decides to slam their head against it.
Upgrade it with a sign that says "Do not slam head into nail" and your trap would kill a non-zero number of adventurers in tournament modules.

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Post by DragonChild »

That is exactly the bowling-alley related trap I needed for next week's game.
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Post by RobbyPants »

FrankTrollman wrote:
RobbyPants wrote: Seriously. I should try my hands at a trap like that:

Nail sticking out of the table (3 skulz)
This is a 3" iron spike sticking out of the table, firmly affixed. It will instantly kill any character who decides to slam their head against it.
Upgrade it with a sign that says "Do not slam head into nail" and your trap would kill a non-zero number of adventurers in tournament modules.

-Username17
Good point. Otherwise they might not put two and two together.

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Post by Wiseman »

Have a Ball (2 skulz)
To use this trap, you must install a bowling alley somewhere in your dungeon.
Finally.

Make it fully automated, and award gold pieces or somesuch for each pin knocked down. After a while, balls are returned to the characters that have poisoned spikes carefully located in the fingerholes. Strike!


My immediate thought is, of courses, what if the PCs run down the lane and kick down all the pins?
The lane it's self has some sort of mechanism that only responds when something of at least a certain weight steps on it. The lane then drops down, turning into a chute to a suitably grim fate below. (monsters, lava, acid, spikes ect.)
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RadiantPhoenix wrote:
TheFlatline wrote:Legolas/Robin Hood are myths that have completely unrealistic expectation of "uses a bow".
The D&D wizard is a work of fiction that has a completely unrealistic expectation of "uses a book".
hyzmarca wrote:Well, Mario Mario comes from a blue collar background. He was a carpenter first, working at a construction site. Then a plumber. Then a demolitionist. Also, I'm not sure how strict Mushroom Kingdom's medical licensing requirements are. I don't think his MD is valid in New York.
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Post by schpeelah »

RobbyPants wrote: Nail sticking out of the table (3 skulz)
This is a 3" iron spike sticking out of the table, firmly affixed. It will instantly kill any character who decides to slam their head against it.
Call it a Disappearing Magic Pencil Trap and it'd fit right into this book.
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Post by Ancient History »

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Things
What are "things", you ask? "Things" are things, I reply. Things are peep-holes drilled into dungeon walls. Things are floors that aren't, and eye-catchers that are. Things guard chests, masquerade as fountains, lie snug within dungeon walls and hide gleaming below dungeon floors.

Things aren't just any old thing. Discover them at your risk.
I want to go back in time and punch his mother until she aborts just to prevent that description from ever coming into being. Seriously, just label it "Miscellaneous." Twat.

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These are really "place fucking anywhere" traps.

The Sword Breaker (1 skulz) is typical. Apparently dudebro Mister Cavern Johnny Green had a bunch of peep holes in his dungeon, and the adventurers would make their Perception check or whatever the fuck it was back when dinosaurs first roamed the Monstrous Manual and would stick their swords in them to blind the monsters. So this trap is a peep hole with a one-way mirror, a monster on the other side, and a pair of sword-breaking edged plates. Delver looks in, sees the reflection of their own eye, sticks the sword in for a little stabby time, and the monster triggers the trap, breaking the sword.

Which is all needlessly complicated, because you have a monster sitting there on what, an 8 hour shift, arms spread ready in case an adventurer wanders in and decides to be a serial killer on par with those guys that run around knocking on doors and ramming ice picks into the eyeholes, and if you're lucky their invincible magic sword doesn't ram straight through your mirror and into your chest before you can trigger your lame trap. Why not just put a fucking monster with a gaze attack on the other side of wall? Wouldn't it be just as fun and probably deadlier if you had two basilisks or gorgons doing that shit?

Michael Stackpole's version of this trap has a pressure plate that causes a spike to drop down and ram into your eye if you look through the peephole.

His next effort is Wall Wards (2 skulz), designed to combat typical tunneling and turn stone to mud tricks. They're embedded crossbow bolts on springs, held in place by the wall in front of them. Wall goes away (or suddenly loses consistency) and the bolts fly out. Lesson to be learned: stand well clear of walls as you turn them to mud.

The next couple are your typical monster-disguised-as-furniture traps.
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Yo.

So let's talk about what this book is really missing, and which it couldn't do without today: traps for the PCs.

Honestly, PCs love traps too - portable traps that they can set up in dungeon corridors to keep monsters from sneaking up as they sleep, or to guard their trail (caltrops!), stuff to lead chasing enemies into, or just snares to try and catch game and stuff. It's a venerable set of tropes that is completely unheeded in this context, and I think that's unfortunate. Really, the only benefit PCs get out of this is if they build their own dungeon...
Aside: this actually happened once. I had a group of PCs that garnered so much loot and magic that to protect it they built their own dungeon to protect it. Graph paper and work crews were involved, architects were brought in and later assassinated, and at least one building guild mysteriously vanished from history. I then did a special mini-campaign where guests would come in and have a go at trying to infiltrate and rob the PC's dungeon while the main group was off adventuring. They thought it was great fun...until the new group decided it was easier to pool their starting wealth, bring in some siege equipment, level the place and then sift through the rubble for the goods. The main PCs were unhappy to return to find that their multi-million gp dungeon complex had been reduced to a couple outbuildings and a root cellar next to the kingdom's biggest heap of scrap stone.
Going Down (4 skulz) posits an elevator inside a dungeon. This is not so far-fetched as it seems, as any good dwarf worth their salt can work something out with bits of chain, some scaffolding, and a decent pulley provided they have a source of power. When you press the "down" button (there is only one button, and that button is "down") the floor drops away and you fall down the pit.

That /should/ be the end, but of course at the bottom of the pit is a teleporter pad. After you go splat, the pad activates (maybe it's blood-activated?) and you teleport back up to the top, where the floor still hasn't reset so you fall back down again. This would presumably continue until you are well past caring, which again begs the question of how this trap gets reset and what the consequences are if you use Sheep Tactics.
For a brief time in college, I ran a Hackmaster game for a pair of friends. After their first small dungeon, they adopted the rather effective tactic of herding sheep into the dungeon and throwing them at any traps. After the first few died horribly, the trap would either jam or expire. If after five sheep the trap wasn't unduly effected, they marked it down as impassable and went another way.
Mike Stackpole outdid himself with A Hot Time in the Old Camp Tonight (2 skulz) because it's less a trap than outright dickery. Somewhere not a dungeon, the PCs come across a camp site for the night, complete with a firepit marked by a ring of stones. If they light a fire there, they are doomed: beneath the fire pit is a thin wooden board which will burn through, dropping the flaming logs into a cavern full of oil below. The resulting explosion should dispose of the PCs, que next party of brave adventurers, these ones with an inexplicable fear of campsites.

The final Stackpole trap is a crossbow in a garderobe that fires up. Aside from the general lack of going to the potty in most adventure gaming (except maybe FATAL), I'm pretty sure whoever has to reset that particular trap hates life.

...and that's it, except for The 101st Trap.
Grimtooth has created an undetectable poison and coated this, the last page in the book, with it. A couple of smudgy fingerprints are meant to suggest that you or some previous reader, having gone all the way to the end, are new cued up to die horrifically. This is actually not a bad example of a book trap (or the related book curse), which is an entire separate kind of trap which Ed Greenwood was very fond of, and I myself recall a few of his efforts in this vein with a bit of nostalgia in my eye.
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Last edited by Ancient History on Wed Aug 28, 2013 9:22 pm, edited 1 time in total.
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