Ask any dungeoneer and they’ll tell you that traps are frustrating and dangerous, obstacles that keep them from easily claiming whatever riches may be under its protection. Traps can be lethal, yes, but it turns out there are a handful of them across the world that act in ways both unexpected and surprisingly strange. They are known as the Traps of Travel.
These can be spotted by use of a Detect Magic or True Seeing spell, or with truesight or similar abilities. They mostly behave like traps of their kind
Once activated, the trap functions as normal. However, it has one extra effect that can cause significant trouble for those unaware of the trap’s true nature as a planar gate. All characters and creatures impacted by the trap’s basic effect are also transported to the planar town of Thieves’ Trap where they may find adventure.
Thieves’ Trap is home to a few hundred people. It’s mostly humans and goblins, though dwarves, elves, and halflings are very much present. It’s a place where violence and death are commonplace, and the citizens distrust almost everyone they meet. Treat the town as a hostile environment; walking the streets here can lead to scuffles with gangs of thieves and murderers who are looking to claim whatever riches they can find.
The only way for the PCs to leave the town and return to the location of the trap that brought them here is to perform a task for Leo Davis. He is a tavern master who usually asks those who need help to fetch a bottle of wine from his wine cellar. This is a brief excursion into a haunted dungeon where ghosts are in total control.