“Zap! You’re dead!” J. Eric Holmes warns against these sorts of traps in the 1977 Basic D&D (40). I tend to comply. Sometimes, though… sometimes!
During the daily cartography exercise that is #Dungeon23, I noticed an auspicious alignment. Let us go to Deep Dungeon Doom’s Level 2 (image above). From room 37 in Kubra Kowthar’s domain, a corridor runs northwest to an apparent dead end. Stopping to search for secret doors—as adventurers do—we stand above Level 3’s Laughing Rift.
I am doomed to put a pitfall there. The floor opens beneath our feet. We fall 110 feet to the rocky floor below—Zap!
Holmes lets us get away with such a trap, though, if “a character might avoid or overcome [it] with some quick thinking and a little luck.” With that in mind, we set about to give ourselves a chance.
Warning
Beyond the secret door—for one there is—room 23 lies at the bottom of the Bastion of Law. Carved into the stone block wall that disguises the secret door is the following warning:
YOUR DOOM LIES BEYOND
FOR BEYOND YOU LIE BELOW
On our side of the door, we read a similar inscription:
YOUR DOOM IS UPON YOU
FOR YOU ARE UPON YOUR DOOM
Ignoring the warning—we’re adventurers after all—we find the secret door, whose presence we think obvious. The trap is armed when the opening mechanism is engaged. From room 23, we would walk through, into the space beyond. From this side, the floor opens beneath us.
Chance to Spring the Trap
If the DM is a little soft, we might say the trap is not maintained. It engages when weight is upon it only one-third of the time, to use a B/X-ism (B22).
Saving Throw Conditions
Further, the aperture is 3 feet square. The tight fit allows us a save vs Turn to Stone to catch ourselves with outstretched arms, feet kicking in the void, fingertips gripping a floor stone’s edge. Quick comrades have a chance to snatch us from fate. Otherwise, we might be able to haul ourselves out on our own. DM’s call. This DM would ask how we intend to do it.
Failing that, we have time to feel heart rise to throat, as we plummet into darkness.
Unexpected Deliverance
One last chance. Directly below, the Sludge Pit (78) awaits. We save vs Dragon Breath to take half 11d6 damage.
We still have to wrestle off any armor before drowning and swim to the surface through viscous muck. Then we find ourselves all alone and sans armure at the nethermost point of the Laughing Rift—Zap! Welcome to Deep Dungeon Doom!