While playing in Rients' Caves of Myrddin this morning, my paranoia as a player(as a DM I'm a devious bastard, so I automatically assume that every DM I am a player under is at least as much a devious bastard as I am, if not more.) I accidentally may have inspired the DM with a trap idea. After the game finished, I thought about the trap idea myself, and managed to come up with a few new traps:
Dumb adventurer acid: You see that bright shiny treasure sitting there in a pile, or maybe in a sack, possibly even underwater. You reach down to grab it but are quickly met by the stinging sensation of acid on your bare hands! This is basically contact poison that functions more like acid flasks(damage over time starting with the affected areas and working its way over your body). The only means of stopping the damage, or neutralizing the acid is to douse the affected items/areas in oil, rendering it inert.
Greed Rust: You walk into a room and in the center is a massive glass coffer filled with gold, silver, and copper. The air of the room is choked with a strange red dust. The red dust is completely safe to breathe. It will not affect organic materials nor stone nor most metals. If gold, silver, platinum, electrum, or copper are exposed to it however, those items are instantly dissolved. The dust particles are fairly large however, so merely keeping the affected materials in a pack or sack, chest, or closed barrel will keep them safe. If the party decides to open the chest in the room, they lose all the treasure. If they remove the chest from the room, they get a glass chest full of treasure!
The Turning Tower in action!
4 hours ago