Need ideas for a good Greed Trap

Derren said:
Take a very deep pit ( 30x30xvery big number) and make a illusion of a 20x20xalso very big number stable surface with lots of treasure on it.
For the PCs it will probably look like nothing more than a slightly intimidating looking pedestal with treasure on it just a 5 ft. jump away.

I'd be surprised if any PC fell (pun unintended) for that. A pit with treasure on the other side should make at least some PCs suspicious, and I'd expect one of the first things to be done would be a casting a detect magic to see if any of the treasure is magical, or even someone tossing something solid over to see how safe the surface is. Voila! They know it's a trap.
 

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DaveyJones said:
sword in the stone style. the stone is alive. a bowler iirc should work. the party member who grabs the sword takes an AoO. the bowler grapples and rolls with the party member down an escape shoot it was rest on top of...
part of this trap can also be used for a noncombat solution.
the bowler (or other stone monster) wants the sword removed. but it is unwilling to let anyone touch it. cuz it doesn't trust strangers. the last strangers it met stuck the sword in there in the first place.
it is resting from that encounter.
and it doesn't speak the languages of most races.

so a solution is needed to get to the noncombat answer.

most parties will just kill and take.

the bowler may know more info too about the other party it fled from or left behind.

edit: another option might include serious magic like telekinesis. but this is probably beyond your party's means right now.
 
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Here's the best "greed trap" I ever saw, from a decently high level (13th level or so) AD&D 2e campaign. Because of campaign needs (artifact destruction), the party had to take a McGuffin to the 666th layer of the Abyss, albeit for a split-second. We plane-shifted to the Abyss and managed to find the portal to the 666th layer, which was in the form of a deep pit we had to climb down the walls of. The moment we crossed through to the 666th layer of the Abyss, the DM said we all get a Wish and he is making a table.

He explained that he is making a table, and we all get to roll on it. The PC's get to populate whatever is on the table with our own wishes.

One PC wished for his sword to become +5, another wished to be safely returned back to the party's citadel, and a few wish for totally harmless/innocuous things.

Then he tells each of us to roll percent, and if we want to resist anything now is the time to try to save. Everybody rolls, and of the ten PC's a couple decide they want to try to save because they are a little suspicious.

Well, it was the Abyss after all. . .every wish that was good was turned bad. One person had his sword cursed to become -5, another was transported to a random plane instead of back home (and to top it all, he rolled Negative Material Plane as the random plane, we had to use a Wish from a Ring of Wishes we had to get him back after that). The harmless, innocuous little wishes were granted, but the greedier the wish the worse it was turned back. In retrospect, nobody made a completely selfless wish so I don't know how he would have treated that.

Even though it was a decade ago, he still looks back on that as one of his better moments of DM'ing, albeit one he could never pull off again with the same group of players.
 

I'm thinking of something along the lines of a monkey trap.

The PCs need to take/steal/recover a fantastically valuable item from a temple/palace/wizard's tower in a city. It's dangerous, but they have the capabilities and resources to get the job done. They get it and try to leave but find that there's a ward around the city. The item can't be removed from the city by carrying it, it's like it hits a wall. It's also resistant to whatever simple methods of moving the PCs have available. They know of several option they can pursue to leave the city with the item, but all of these methods take time to effect (as in several days) They can walk away and leave the city at any time without the item and without penalty, but if they want to keep it they need to go through a city adventure with enemies coming at them from every side.
 


The trap I used

Ok, game just wrapped up. It was a pretty good game, but the trap did not go off as effectively as I had hoped it would.

I deviated from my original request a bit, and placed the trap in what I call a Creepy Town. The town was sized for 2000 people, and while everything was fully maintained and in good condition, there were no people at all. And then there was an open air temple (think Greek Parthinon) that had a great deal of steam coming out of it.

The trap idea was that the temple would have columns every 4th square, so Collum, 3 open squares, and another column. The treasure was on a pedestal at the back of the temple. There was a long narrow path over a deep pit filled with Boiling water. At the center of each 5 by 5 column cornered square, there was a silver sarcophagus. The path was slick and there were jets of scalding hot water arcing over the path / bridge. The narrow path was difficult terrain and would force a DC 15 Balance check or you would fall into the water and eat 10d6 damage for full immersion in boiling water. on top of that, the random arc jets of water would force a reflex save, and if you took damage, it would be 1d6 damage, then a new balance check at DC 15 plus the damage. The players were of course suspicious of this free treasure.

The mechanism for the trap was as follows. When the treasure is disturbed a bunch of Chain Net / Curtains with 8 by 8 inch squares would drop down. The chains were bladed and spiked, and the bottoms of the chain curtains would have 300 pound weights pulling them taut. The weights would inflict 2d10 if they made a +7 attack roll to hit. If you touched the chains, you would take 1d4 damage from the blades / spikes on the curtains. If you were bull rushed into a curtain, you would take 3d4 damage. This would split the temple up into a bunch of 15 by 15 cells, separating the party. The weights could be lifted, but they were damn heavy, and would cause damage to someone trying to lift them.

A Half Fiend Undead Troll vulnerable to Radiant and Holy damage then popped out of a random sarcophagus. It was strong enough to easily lift the weights on a curtain and move from one barricaded section to another. It had the Awesome Blow feat, and would knock people into the curtains.

On paper, this is a pretty damn good trap. It separates the party, and the Troll can use the environment to its advantage. In a 1 on 1 situation, the troll would be very dangerous. But here is where things went wrong.

First, the narrow foot bridge approach did not work out so well for me. Because of how I laid out the room, the party realized they could skip the path and just make a 5 foot jump over the boiling water to get to the treasure. I forced a DC 15 balance check to not fall into the water upon landing (lots of steam, slippery surface). The player fell in, but a Protection from Energy spell negated the heat damage from falling in, and the player made a climb check to get out of the water.

Next, my weights were too light. It turns out that one of the characters was able to hold up the weight himself, and let others through.

Lastly, I had decided to have the troll use a weapon, because I had concerns that the Claw / Claw / Rend / Bite routine of the troll would be a bit over kill on an isolated opponent. So instead he used a Great Club. But, the guy who made the grab for the treasure did ok for himself until his allies arrived. And, when using the Awesome Blow attacks, my to hit bonus was not high enough to hit very often.

The end result was that the Troll basically got its arse kicked handily. Perhaps I should have stuck with the Claw / Claw / Bite routine on the troll, or at least kicked up its attack bonus. I absolutely should have double checked the lifting rules and used much heavier weights. And I should have made the pedastal with the treasure on hit harder to reach by at least making the floor area with the pedestal enclosed by a wall, which would have forced someone trying to jump across a narrow approach to land on a 6 inch wide walk way.

Still, considering the near TPK on what was an epic fight earlier in the game, it all balances out.

END COMMUNICATION
 

A little late now, but another suggestion in case anyone else is after something of the sort:

In a richly-appointed chamber with a high, vaulted roof, the floor is covered with a number of seemingly-casually-thrown rugs. However, careful examination reveals that the rug in the centre of the floor has a slightly-too-obvious circular section cut out and just lying across it. When folded back, the section reveals a manhole with ladder leading down into a chamber filled with riches.

The 'hole' is, in fact, a Portable Hole placed atop a Carpet of Flying. Once at least two unauthorised people have entered it, a Magic Mouth on the carpet activates, speaking the command words to activate the carpet and send it flying straight upwards.

Unless the observers know the archaic language in which the directions were spoken, the only way to bring the carpet down once it's in flight is to destroy or dispel it.

A variant of this is to give the Magic Mouth an extended set of directions to call out, such that it takes the carpet along a specific flight path to the treasure's owner or a suitable authority figure.
 

The last greed trap I did was in a water themed dungeon there was a priceless diamond floating in mid air, in a stair case. The party rouge appraised it as whatever the market would bear - at least 25k, and everyone went "right. that looks safe" and carefully avoided it.
Around another bend was a book titled the Book of infinite spells, also floating in mid air. The wizard had to struggle with him self, but the obvious repetition helped him to decide against it.

It was actually a pair of ethergaunts - going fishing from the ethereal. the book was actually "just" a 9th level wizards spell book using the famous name.

One character would have been toast, if the party grabbed both lures, or did it as a group,
they could have taken the ethergaunts. of course then they would have had to get home again ...
 

Lord Zardoz said:
Ok, game just wrapped up. It was a pretty good game, but the trap did not go off as effectively as I had hoped it would.

I deviated from my original request a bit, and placed the trap in what I call a Creepy Town. The town was sized for 2000 people, and while everything was fully maintained and in good condition, there were no people at all. And then there was an open air temple (think Greek Parthinon) that had a great deal of steam coming out of it.

The trap idea was that the temple would have columns every 4th square, so Collum, 3 open squares, and another column. The treasure was on a pedestal at the back of the temple. There was a long narrow path over a deep pit filled with Boiling water. At the center of each 5 by 5 column cornered square, there was a silver sarcophagus. The path was slick and there were jets of scalding hot water arcing over the path / bridge. The narrow path was difficult terrain and would force a DC 15 Balance check or you would fall into the water and eat 10d6 damage for full immersion in boiling water. on top of that, the random arc jets of water would force a reflex save, and if you took damage, it would be 1d6 damage, then a new balance check at DC 15 plus the damage. The players were of course suspicious of this free treasure.

The mechanism for the trap was as follows. When the treasure is disturbed a bunch of Chain Net / Curtains with 8 by 8 inch squares would drop down. The chains were bladed and spiked, and the bottoms of the chain curtains would have 300 pound weights pulling them taut. The weights would inflict 2d10 if they made a +7 attack roll to hit. If you touched the chains, you would take 1d4 damage from the blades / spikes on the curtains. If you were bull rushed into a curtain, you would take 3d4 damage. This would split the temple up into a bunch of 15 by 15 cells, separating the party. The weights could be lifted, but they were damn heavy, and would cause damage to someone trying to lift them.

A Half Fiend Undead Troll vulnerable to Radiant and Holy damage then popped out of a random sarcophagus. It was strong enough to easily lift the weights on a curtain and move from one barricaded section to another. It had the Awesome Blow feat, and would knock people into the curtains.

On paper, this is a pretty damn good trap. It separates the party, and the Troll can use the environment to its advantage. In a 1 on 1 situation, the troll would be very dangerous. But here is where things went wrong.

First, the narrow foot bridge approach did not work out so well for me. Because of how I laid out the room, the party realized they could skip the path and just make a 5 foot jump over the boiling water to get to the treasure. I forced a DC 15 balance check to not fall into the water upon landing (lots of steam, slippery surface). The player fell in, but a Protection from Energy spell negated the heat damage from falling in, and the player made a climb check to get out of the water.

Next, my weights were too light. It turns out that one of the characters was able to hold up the weight himself, and let others through.

Lastly, I had decided to have the troll use a weapon, because I had concerns that the Claw / Claw / Rend / Bite routine of the troll would be a bit over kill on an isolated opponent. So instead he used a Great Club. But, the guy who made the grab for the treasure did ok for himself until his allies arrived. And, when using the Awesome Blow attacks, my to hit bonus was not high enough to hit very often.

The end result was that the Troll basically got its arse kicked handily. Perhaps I should have stuck with the Claw / Claw / Bite routine on the troll, or at least kicked up its attack bonus. I absolutely should have double checked the lifting rules and used much heavier weights. And I should have made the pedastal with the treasure on hit harder to reach by at least making the floor area with the pedestal enclosed by a wall, which would have forced someone trying to jump across a narrow approach to land on a 6 inch wide walk way.

Still, considering the near TPK on what was an epic fight earlier in the game, it all balances out.

END COMMUNICATION
couple questions that popped into my head right away:

1) why go to the bother of walking into the temple with all that mess if you can see the object at the back? go around to the back and circumvent the whole thing. or mage hand the object to you.

2) how did you describe the troll? maybe you should have changed up his description so they thot it was a young stone giant instead.
 
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diaglo said:
1) why go to the bother of walking into the temple with all that mess if you can see the object at the back? go around to the back and circumvent the whole thing. or mage hand the object to you.

The back Third of had solid temple walls. Using Mage hand would have been a viable option, but the party Sorcerer does not know that spell. Also, he did not show up for this game. If MageHand had been used, it still would have triggered the Razor net barriers to drop.

diaglo said:
2) how did you describe the troll? maybe you should have changed up his description so they thot it was a young stone giant instead.

Standard troll appearance except for glowing yellow eyes and bat like wings, and grayish skin.

END COMMUNICATION
 

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