From: gt9699a@prism.gatech.EDU (fromper)
Newsgroups: rec.games.frp.dnd
Subject: Re: Wanted : Traps and info
Date: 7 Nov 92 13:43:09 GMT
Organization: Georgia Institute of Technology

In article <1dejo9INNndf@master.cs.rose-hulman.edu> cheesmna@HYDRA.ROSE-HULMAN.EDU writes:
>I was wondering if there was perhaps a site with a list of cool traps 
>that could be placed in dungeons to give those nasty adventurers some
>trouble.

A site with a list? I don't know. But I can tell you about some cool traps that
I used when making a dungeon once :)

Picture this: at the end of a ten foot wide hall that seems to go on forever is
a circular room with a 30 foot diameter. This is all in an underground setting,
and all walls, floors and ceilings are solid rock. The circular room is empty.
There are ,however, 4 small holes in the walls, all equally spaced from each
other. Examining the holes, the players notice that each hole is just wide 
enough for one of the smaller members of the group to put their arm in. In the
back of each hole is what appears to be a handle. As soon as one of the handles
is pulled, a wall drops out of the ceiling, sealing the only entrance. The
handle automatically breaks off so that it can't be pushed back in. Each of the
handles also does one other thing.

The first handle drops the floor in the room by 10 feet. Basically, the floor
falls and so does everyone in the room. Aside from falling damage, this is also a good way to make the other handles and the door to the room unreachable. Of 
course a good thief and a bit of rope can solve that, but it's still annoying.

The second handle drops the ceiling 10 feet. Since it was only 10 feet high to 
begin with, this can be very painful if this handle is pulled before the handle
that drops the floor :)

The third handle is actually a plug in a hole that leads to a river. The river 
floods the room when the handle is pulled. I don't remember how long it takes 
for the room to flood, but it is very easy for the party to drown if this
handle is pulled.

The fourth handle is a reward, rather than being a trap like the others. When 
it is pulled, a cylinder of stone falls out of the ceiling (crushing anyone
unlucky enough to be in the exact center of the room at the time). This 
cylinder is hollowed out and has a door in it. It is full of treasure.

Anyhow, the only way out of the room is to have someone on the outside of the
room notice another handle that's in the ceiling about 30 feet back from the 
room. Any party that enters this room without posting a guard out in the hall
is doomed. For someone who knows all about this room (such as the leader of 
the monsters in this dungeon), this is a great way to store treasure safely.
All they have to do is keep a servant outside to pull the lever to let them out
when they're done putting treasure into or taking it out of the cylinder. So
not only is this room an awesome trap, but it's also practical, and its 
existance makes sense. 


-- 
"This life is a test, it is only a test. Had this been an actual life, you
would have recieved further instructions on where to go and what to do."

Richard "blue ghost" "fromper" "E.B." Becker         gt9699a@prism.gatech.edu
Newsgroups: rec.games.frp.dnd