So why are dungeons full of weird-ass deadly traps anyway? Someone built the place at some point, and surely putting a spiked pit in the middle of the main hallway or a poison needle on the bathroom doorknob was asking for trouble. It would be nice to have a plausible explanation for such things!
Fortunately, our good friends at RPGnet have compiled an exhaustive list of bizarre deathtraps along with tortuous justifications for their presence! Many of the explanations border on the ridiculous; others gleefully leap over that boundary into full-on gonzo surrealism. But the thread is a gold mine for weird traps and weirder backstories that should inspire any DM.
To quote the introduction to the thread:
Old-school dungeon crawl scenarios frequently contain mechanisms and architectural features that seem to serve no imaginable practical purpose, unless one presumes they were deliberately designed to mess with adventurers’ minds. From fountains of acid, to strangely situated pit traps, to Goldbergian contraptions that kill anyone who enters the room in entertainingly baroque ways, it sometimes seems like every dungeon is a malevolent underworld labyrinth with a personal grudge against the PCs.
Of course, there’s nothing wrong with playing it that way, but sometimes it can be more fun to take these inexplicable features and try to imagine what their original purpose might have been – that is, to justify them as something other than purpose-built adventurer-shredding devices.
Click here to read more about room-sized winepresses, mimic farms, electric thrones, exploding phylacteries and ultradimensional sharks.