- Type: Trap puzzle
- Location: In a vault
- Difficulty: Medium
Background:
The party is searching for a legendary treasure that is said to be hidden in an ancient vault. They finally locate the vault and enter, only to find that it is filled with traps and puzzles that they must navigate in order to reach the treasure.
The Puzzle:
The party must use their skills, knowledge, and creativity to navigate the traps and puzzles in the vault and find the treasure. The traps are designed to test the party’s physical and mental abilities, and may involve balancing on narrow ledges, solving riddles, or disarming traps.
Here are 3 traps to include:
Trap #1: Spikes
This trap is triggered when a character steps on a pressure plate on the floor. A panel in the ceiling opens and a series of sharp spikes falls down, impaling anyone in the area.
To avoid the trap, a character must make a Dexterity saving throw with a DC of 15. If the saving throw is successful, the character is able to jump out of the way or duck under the spikes and avoid being impaled. If the saving throw fails, the character takes 3d6 piercing damage from the spikes.
Trap #2: Poison Gas
This trap is triggered when a character attempts to open a locked door or chest. When the lock is picked or the door is opened, a cloud of poison gas is released into the area.
To avoid the trap, a character must make a Constitution saving throw with a DC of 13. If the saving throw is successful, the character is able to hold their breath and avoid inhaling the poison gas. If the saving throw fails, the character takes 3d8 poison damage and becomes poisoned until the end of their next turn.
Trap #3: Laser Grid
This trap is triggered when a character approaches a certain area of the vault. A grid of lasers is activated, covering the area and preventing anyone from passing through.
To avoid the trap, a character must make a Dexterity saving throw with a DC of 17. If the saving throw is successful, the character is able to duck and weave through the lasers without being hit. If the saving throw fails, the character takes 3d10 force damage from the lasers.
These traps can be modified to suit the needs of your game, such as changing the DCs or adding additional hazards or effects. They can also be used in combination with other traps or puzzles to create a more complex and challenging encounter.
The treasure itself is guarded by a powerful curse that will trigger if the party tries to take it without solving a final puzzle. If they fail to solve the puzzle, the curse will activate and the treasure will be lost forever. They can try to solve the puzzle again having learned from their mistakes to lift the curse, but the treasure remains lost.
The curse:
While cursed, the character has disadvantage on all attack rolls, ability checks, and saving throws. They also take 1d6 necrotic damage at the start of each of their turns.
Solution:
By using their skills and knowledge, the party is able to navigate the traps and puzzles in the vault and solve the final puzzle. They are able to take the treasure without triggering the curse, and return home triumphant with their hard-won prize.
For puzzles you can use any of the many puzzles on this website. and place them in the vault.