A well is in the middle of this room. A small plaque on the well reads, “Throw your coin and the wish will come true”. If they look closely, the characters can see coins at the bottom of the well. If a character makes a wish and throws a coin, he immediately loses 3 strength and requires bedrest for 2d4 days, as the creator of the well uses the living energy of the wisher to fuel his own casting.
Posts Tagged With: 1st Ed AD&D
The corridor ahead of you is 20′ wide and 200′ long. A 5′ stone path goes down the center, and the the rest seems to be some kind of molten material. The corridor is actually only 10′ x 100′ and has had a Distance Distortion spell cast upon it, so that only True Seeing will reveal it, although it does radiate a dim dweomer. Every 10′, there are gaps in the real path – these appear every 20′ in the distortion. Characters walking down the path must make a Saving Throw vs. Death Magic every other 10′ or fall into the gap, taking 6d6 damage.
A mirror is at the end of the hallway. The reflections seem to be static, and not moving. Anyone within 20′ must make a saving throw vs. spells or become paralyzed. Dispel Magic/Illusion or breaking the mirror ends the effect.
Helium leaks in from a small crack in the floor. Anyone casting a spell or using a voice activated magic item has a 20% chance of spell failure.
A small chasm blocks the way, that looks like it could be easily jumped. However, the occasional arrow fires out from the side walls across the chasm. Even so, with the proper timing, it should be easy. However, the area above the chasm has been ensorcelled with a slow, feather fall effect that only affects living tissue. When a character jump across the 10′ chasm, he moves at a mere 2 feet per round, and is subject to a single arrow attack (+10 to hit, 1d6 damage) per segment.
Sitting, almost hidden in a corner under some old rags is a bucket, seemingly full of gold coins. In reality, if they look closely, the coins seem to move a little bit, and if the bucket is picked up, they will certainly notice that the bucket doesn’t weigh nearly as much as it should. Only the top 1/4 of the bucket is full of gold. The rest of the bucket is filled with rot grubs, which will cascade out of the bucket if disturbed.
Place this trap in the middle of a tunnel. Just before a junction in sewers would work great. The characters almost reach the junction, but the way is blocked by a large iron grate, inset into the masonry. A successful Bend Bars will bend the grate far enough to allow passage. However, there is a cumulative 20% chance each time a character passes through the opening that the tunnel will collapse, dealing 3d6 damage to the passing character and effectively permanently blocking the passage.
What appears to be a 60’x60’x10′ room, full of orcs, is actually a 40’x40’x10′ room, still full of orcs. The extra space is an illusion that has been cast on the side and back walls. The hallway to the room takes a 90 degree turn just before the opening, so any fireball has to be cast from the opening, and thus the fireball will expand at least 10′ back into the entrance.
Place this trap at the end of a corridor or in the entrance to a room or cave. Once the characters are inside, an iron portcullis (which can be found and disarmed with successful Find/Remove Traps rolls) slams down, barring the exit. If the floor is examined (a successful Find Traps roll) it will be discovered that it is weak and covers a 20 foot deep pit. Any character that makes a successful Lift Gates roll will not lift the portcullis; instead, the floor will collapse, dropping the character into the pit and dealing 2d6 damage. The floor will not collapse if the Lift Gates roll fails, or if the character uses Bend Bars.