Concept: dungeon filled with deadly traps and terrible curses, except the dungeon is so old that the creatures that built and inhabited it didn’t even slightly resemble humans, so all of the traps are based on incorrect assumptions about the scale and gross anatomy of hypothetical invaders, and all of the curses have very strange ideas concerning what ought to be harmful – and, in some cases, even what constitutes harm – for their victims.
It would be really, really great to watch a party try and piece together information about the ancient builders from their traps. It would be, perhaps, even better to include a puzzle that required some degree of anatomical deduction to solve.
“This piece is moving. It must be some kind of floorplate. Hey, someone stand over here.”
“Didn’t we agree these things floated? Why would they have floorplates?”
“No, that was before we figured out they had some kind of oobleck sac for their organs.”
“Well either way, they can’t have weighed more than 25 pounds, so if you keep stepping on that you’re going to break it.”
Ohhh, I read this very wrong initially, and thought it was creatures who had never seen humans trying to build a dungeon to stop humans/humanoids from entering. So all the traps are super weird based on the varying opinions of the builders. Like, one trap would be too high, or another would drop this gross slime that they thought would be acidic but is really only stinky and hard to move in. 😅
Both are excellent approaches, for completely different reasons.
Both are excellent
approaches, for completely
different reasons.
Beep boop! I look for accidental haiku posts. Sometimes I mess up.
A while back I ran a dungeon in pathfinder that was almost in this vein- traps that for the most part weren’t actually harmful to the players! They were investigating a crypt that’d had a bunch of undead escaping into the local countryside.
So what kind of traps would you put in a crypt? Well, the people who made the crypt didn’t want the bodies to be used for necromancy, so the traps were actually traps enchanted with cure wounds!
A big ole magical well at the start of the dungeon with stone buttons that start a countdown? Well, the water enchants weapons for dealing with the undead, and the magic of well’s room essentially made it a magical airlock to prevent any undead from escaping (though it had been blown open previously, allowing them to start terrorizing the countryside by the time the players got there)
The players were extremely confused by the traps at first, but when they caught on to what the purpose of them was, it led to an interesting tension between saving a pressure plate for healing or using it to deal with the more troublesome undead!
















