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Fantasy Trap Guide for Levels 1-4

Treacherous Traps 5E

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Robert Darling
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0% found this document useful (0 votes)
40 views10 pages

Fantasy Trap Guide for Levels 1-4

Treacherous Traps 5E

Uploaded by

Robert Darling
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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The definitive guide to creating traps, hazards, and puzzles


for your fantasy adventures

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Level ı-4 Traps
W
e were heading to a centuries-old abandoned were behind him and the cleric and wizard were at the back,
temple deep in the jungle. The whole place discussing the artifact we were looking for, thoughts about
has been swallowed up by vines, lichen, and the temple, and what challenges might lie inside.
saplings. The trail we chose was well used, So there we were, walking down this dense, green, throat of
but as we got deeper into the jungle, it got uncomfortably a path through the jungle when I noticed something. A little
narrow. Scattered throughout the undergrowth were vestiges play of light near the ground caught my eye, and there before
of strange shrines and crudely constructed altars made of my eyes was a tripwire. And sure enough, just as I realized
stone, wood, and animal parts. what I was seeing, the big man’s foot ran right into it…
It bears mentioning that, given the unnerving nature of all Who needs a rogue when you’ve got a barbarian that
this, — not to mention the admonishments from the locals “detects traps”?
that went something like “don’t visit the temple,” and “you
could be taken captive by ancient sorceries,” and “you’ll The traps in this chapter are designed to challenge characters
surely perish,”— we were a bit on edge. Our ranger, keenly who are levels 1-4 and are grouped by their lethality. Any
interested by the shrines and altars, inspected them but of these traps can be dropped right into a dungeon or
could not discern their purpose. That doesn’t mean they similar adventure and shouldn’ t require any preparation.
didn’t have one. For more information on customizing traps, go to Chapter
8: Designing Traps, or for a completely random and
Of course, per usual, our big barbarian took the lead because
unexpected trap, go to Chapter 9: Random Trap Generator.
should an axe, spear, or wave of arrows fly at us, it's better to
have someone up front who can take it. Myself and the ranger

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Level ı-4 Traps Table
Roll a d100 on the table below to choose a random trap appropriate for 1-4 characters,
or select a desired lethality and roll a d10.

d100 d10 Trap Page d100 d10 Trap Page


1-2 1 Aging Offerings 12 61-62 1 Glyph of Burning Hands 20
3-4 2 Rune of Acid Splash 12 63-64 2 Falling Rocks 20
5-6 3 Rune of Fire Bolt 12 65-66 3 Intruder Grab 20
7-8 4 Hidden Crossbow 12 67-68 4 Night Terrors 20

Perilous
Setback

9-10 5 Falling Net 13 69-70 5 Restraining Chains 21


11-12 6 Fossil Fingers 13 71-72 6 Rotating Tunnel 21
13-14 7 Poison Spray Statue 13 73-74 7 Speak Sand, Don’t Enter 21
15-16 8 Sinister Seal 13 75-76 8 Stony Glare 22
17-18 9 Swinging Stones 14 77-78 9 Swinging Log 22
19-20 10 Trapdoor Pitfall, Minor 14 79-80 10 Whirling Blades 22
21-22 1 Blinding Crystal 14 81-82 1 Blazing Ring, Minor 22
23-24 2 Covert Counteraction 14 83-84 2 Exploding Chest 22
25-26 3 Extinguish Flame 15 85-86 3 Flaming Tome 23
27-28 4 Oath of Pacifism 15 87-88 4 Glyph of Force 23
Moderate

29-30 5 Silent Guardians 15


Deadly

89-90 5 Lightning Gem 23


31-32 6 Rogue’s Bane, Minor 15 91-92 6 Mysterious Relic 23
33-34 7 Spear Strike, Minor 16 93-94 7 The Other Other White Meat 24
35-36 8 Stair Slide 16 95-96 8 Shrinking Chamber 24
37-38 9 Swinging Stars 16 97-98 9 Symbol of Congealing 24
39-40 10 Uprising Underfoot 16 99-100 10 Tipping Floor 24
41-42 1 Choking Vapors 17
43-44 2 Circle of Bewitchment 17
45-46 3 Fire Jug 18
47-48 4 Glyph of Sleep 18
Dangerous

49-50 5 Hidden Hellion 18


51-52 6 Liability Lamp 18
53-54 7 Missile Orb 19
55-56 8 Pain Threshold 19
57-58 9 Poison Darts, Minor 19
59-60 10 Trapestry 19

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Level ı-4 Setback Rune of Fire Bolt
Hybrid trap (level 1-4, setback, harm)
These traps should present a minor inconvenience to
characters of this level range. A magic rune is inscribed on the wall, floor, or ceiling.
Trigger (Activate Rune). A creature that gets within 20 feet
Aging Offerings of the rune triggers the trap.
Magic trap (level 1-4, setback, hinder) Effect (Elemental Blast). When triggered, the rune activates
a hidden nozzle that emits a blast of fire, making a ranged
Atop a shrine rests a copper bowl filled with gemstones. attack against the triggering creature. The attack has a +5
Trigger (Offering). A creature that removes the offerings attack bonus and deals 5 (1d10) fire damage. This attack can’t
from the bowl triggers the trap. gain advantage or disadvantage.
Effect (Aging). A pulse of necromantic energy emanates Countermeasures. A successful DC 10 Wisdom (Perception)
from the bowl, aging the thief. The triggering creature check reveals the rune, and a creature that succeeds on a DC
must succeed on a DC 10 Constitution saving throw or be 10 Intelligence (Arcana) check knows how the rune works.
magically aged 1d10 years. If the roll is even, the creature A creature next to the rune can disable it with a successful
is made younger; if odd, it becomes older. This forced aging Intelligence (Arcana) check, but getting that close would set
can be undone with remove curse or more powerful magic. off the trap. Casting dispel magic on the rune makes it fade
Countermeasures. A creature can infer the importance of away, disarming the trap.
the offerings with a successful DC 10 Intelligence (Religion)
check, and detect magic reveals an aura of necromancy on the
bowl. Casting dispel magic on the bowl disables the trap.
Hidden Crossbow
Mechanical trap (level 1-4, setback, harm)
Rune of Acid Splash A surface such as a wall or ceiling has visible openings on it,
such as cracks or another form of small space.
Hybrid trap (level 1-4, setback, harm)
Trigger (Pressure Plate). A creature that gets within 10 feet
A rune of detection is inscribed on the wall, floor, or ceiling. of the opening steps on a hidden pressure plate and triggers
Trigger (Creature Detector). A creature that gets within 20 the trap.
feet of the rune triggers the trap. Effect (Bolt). The trap makes a ranged attack against
Effect (Acid/Slime Blast). When triggered, the rune activates the triggering creature. The attack has a +5 attack bonus
a hidden nozzle which sprays a jet of acid, making a ranged and deals 4 (1d8) piercing damage. This attack can’t gain
attack against the triggering creature, and 1 additional advantage or disadvantage.
creature within 5 feet of the triggering creature. The attack Countermeasures (Sensitive). A successful DC 10 Wisdom
has a +5 attack bonus and deals 3 (1d6) acid damage. This (Perception) check reveals the pressure plate. The pressure
attack can’t gain advantage or disadvantage. plate can be disabled with a successful DC 10 Dexterity check
Countermeasures. A successful DC 10 Wisdom (Perception) using thieves’ tools, but a check with a total of 5 or lower
check reveals the rune, and a creature that succeeds on a DC triggers the trap.
10 Intelligence (Arcana) check knows how the rune works.
A creature next to the rune can disable it with a successful NOOKS AND CRANNIES
Intelligence (Arcana) check, but getting that close would set
off the trap. Casting dispel magic on the rune makes it fade Someone with experience in dungeons or ancient ruins
away, disarming the trap. might become all too familiar with what hidden dangers
can be housed within cracks or small gaps.

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Falling Net Poison Spray Statue
Mechanical trap (level 1-4, setback, subdue) Hybrid trap (level 1-4, setback, harm)
An interesting object in the area, such as a chest or a large A small, alluring statue with glittering gems beckons
gem, is bait for this trap. A large net of thick hempen ropes adventurers to inspect it. The statue could be a snake
is hidden above the object, waiting to drop. with emerald eyes, a monkey with diamonds for teeth,
Trigger (Tension Cable). The object is attached to a tension or a dragon with a ruby in its mouth. A rune of detecting is
cable; moving the object triggers the trap. inscribed somewhere on the statue.

Effect (Net). The trap releases a net onto all creatures in Trigger (Creature Detector). A creature gets within 5 feet of
a 10-foot radius, centered on the object. Creatures in the the statue triggers the trap.
area must make a DC 10 Dexterity saving throw. A creature Effect (Elemental Blast). A noxious gas suddenly erupts
that fails the saving throw is trapped under the net and from somewhere on the statue (mouth, nose, ears, etc). The
restrained, while creatures that succeed avoid the net. A triggering creature must make a DC 10 Constitution saving
creature restrained by the net can use its action to make a DC throw, taking 6 (1d12) poison damage on a failed save, or half
10 Strength check, freeing itself or another creature within as much on a successful one.
its reach on a success. Countermeasures. A successful DC 10 Wisdom (Perception)
The net has AC 10 and 20 hit points. Dealing 5 slashing check lets a creature spot the rune. A creature that succeeds on
damage to the net (AC 10) destroys a 5-foot-square section a DC 10 Intelligence (History) check recognizes the statue and
of it, freeing any creature trapped in that section. A glass knows about the trap. A successful DC 10 Intelligence (Arcana)
bottle is tied to the net, and it breaks when the net drops, check or casting dispel magic on the statue disables the trap.
alerting nearby creatures when the net hits the floor.
Countermeasures. A successful DC 10 Wisdom (Perception) Sinister Seal
check reveals the tension cable or hidden net. A successful Hybrid trap (level 1-4, setback, block)
DC 10 Dexterity check using thieves’ tools disables the cable,
but a check with a total of 5 or lower triggers the trap A unique and ornate seal is carved into the floor of this
room; a rune of detection is hidden in the design of the seal.
Fossil Fingers Trigger (Pass Area). A creature that walks over the seal
activates the rune, which activates a timed mechanism. After
Mechanical trap (level 1-4, setback, hinder) 1 minute, the trap effect occurs. The GM can set specific
A finely crafted lock protects a door, chest, or other criteria for what activates the rune.
container. The lock has a unique maker’s mark and appears Effect (Barrier). A heavy stone slab or metal portcullis slams
to be more complex than most. down in the entrance to the room.
Trigger (Pick Lock). A creature that succeeds at picking the Countermeasures. A successful DC 10 Wisdom (Perception)
lock, or opens the container without its key, triggers the trap. check lets a creature spot the rune, and a creature that
Effect (Needle). A hidden needle springs out, attacking the succeeds on a DC 10 Intelligence (History or Religion) check
triggering creature with a +5 attack bonus. If it hits, the recognizes the seal and knows about the trap. A successful
needle deals no damage but delivers a dose of stone hands DC 10 Intelligence (Arcana) check or casting dispel magic on
poison. This attack can’t gain advantage or disadvantage. the rune disables the trap.
A creature exposed to stone hands poison must make a DC
10 Constitution saving throw. On a failed save, it takes 3 (1d6)
poison damage and is poisoned for 1 hour. While poisoned in
this way, the creature automatically fails any ability checks
using Dexterity. On a successful save, the creature takes half
damage and isn’t poisoned.
Countermeasures. A successful DC 10 Wisdom (Perception)
check lets a creature spot the mechanism attached to the
lock, and a creature that succeeds on a DC 10 Intelligence
(History) check recognizes the maker’s mark on the lock and
knows about trap. A successful DC 10 Dexterity check using
thieves’ tools disables the trap.

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Swift Imprisonment Doom Dome
Magic trap (level 17-20, moderate, block) Magic trap (level 17-20, dangerous, subdue)
The walls of this dark shrine are covered with tapestries A glyph of warding (forcecage) is hidden in this chamber, ready
depicting mortals engaging in deals with devils, infernal to detect the presence of a particular item. Once that item is
beings emerging from the hells, and angels being brought brought into the chamber a cage of force traps the creature
low by devilish armies. A glyph of warding (forcecage) is hidden carrying the item.
in the design of one of the tapestries. Trigger (Bring Item). A creature that brings the item into the
Trigger (Corpse). If an evil creature dies in the area, or the chamber triggers the trap.
corpse of an evil creature enters the area, the trap is triggered. Effect (Spell Effect). The glyph casts forcecage. An immobile,
Effect (Spell Effect). The glyph casts forcecage. An immobile, invisible, cube-shaped prison composed of magical force
invisible, cube-shaped prison composed of magical force springs into existence around the triggering creature. The
springs into existence around the triggering creature. The prison is a cage 20 feet on a side and is made from 1/2-inch
prison is a box 10 feet on a side, creating a solid barrier that diameter bars spaced 1/2 inch apart. It creates a solid barrier
prevents any matter from passing through it and blocking that prevents any matter from passing through it and
any spells cast into or out from the area. blocking any spells cast into or out from the area.
Any creature that is completely inside the cage’s area is Any creature that is completely inside the cage’s area is
trapped. Creatures only partially within the area, or those trapped. Creatures only partially within the area, or those
too large to fit inside the area, are pushed away from the too large to fit inside the area, are pushed away from the
center of the area until they are completely outside the area. center of the area until they are completely outside the area.
A creature inside the cage can’t leave it by non-magical A creature inside the cage can’t leave it by non-magical
means. If the creature tries to use teleportation or interplanar means. If the creature tries to use teleportation or
travel to leave the cage, it must first make a DC 12 Charisma interplanar travel to leave the cage, it must first make a DC
saving throw. On a success, the creature can use that magic to 15 Charisma saving throw. On a success, the creature can use
exit the cage. On a failure, the creature can’t exit the cage and that magic to exit the cage. On a failure, the creature can’t
wastes the use of the spell or effect. The cage also extends into exit the cage and wastes the use of the spell or effect. The cage
the Ethereal Plane, blocking ethereal travel. also extends into the Ethereal Plane, blocking ethereal travel.
This spell can’t be dispelled by dispel magic; it fades away after This spell can’t be dispelled by dispel magic; it fades away after
1 hour. 1 hour.
Countermeasures. The glyph can be found with a successful Countermeasures. The glyph can be found with detect magic
DC 12 Intelligence (Investigation) check or with detect magic. or with a successful DC 15 Intelligence (Investigation) check.
Once found, the glyph can be disabled with a successful DC Once discovered, the glyph can be disabled with a successful
12 Intelligence (Arcana) check or with dispel magic. DC 15 Intelligence (Arcana) check, or with dispel magic.

Level ı7-20 Dangerous


These traps are likely to seriously injure (and potentially kill)
characters of these levels.

Acid Lock
Mechanical trap (level 17-20, dangerous, harm)
This sturdy adamantine door has an incredibly intricate
locking mechanism made of burnished metal. Although
dented in places, the door looks incredibly sturdy.
Trigger (Use Wrong Key). Using the wrong key for the lock
triggers the trap.
Effect (Acid Blast). Acid blasts out from the lock over
the triggering creature. The creature must make a DC 15
Constitution saving throw, taking 82 (15d10) acid damage on
a failed save, or half as much on a successful one.
Countermeasures. A successful DC 15 Wisdom (Perception)
check reveals the trigger, and a successful DC 15 Dexterity
check using thieves’ tools disables the trap.

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Futile Blade The creature is limited in the actions it can perform by the
nature of its new form, and it can’t speak, cast spells, or take
Magic trap (level 17-20, dangerous, harm) any other action that requires hands or speech.
Resting atop a stand made of twisted iron is a vicious- The target’s gear melds into the new form. The creature can’t
looking sword forged from adamantine. It seems to hum activate, use, wield, or otherwise benefit from any of its
with power. equipment.
Trigger (Spill Blood). A creature removing the sword from Countermeasures. The glyph can be found without
the stand must succeed on a DC 15 Dexterity saving throw or triggering it with a successful DC 15 Intelligence
take 1 point of slashing damage as they nick themselves on (Investigation) check, or with detect magic. A creature can
the blade. Spilling blood with the sword in this way triggers disable the glyph dispel magic or with a successful DC 15
the trap. Intelligence (Arcana) check.
Effect (Summon Creatures). The spilled blood becomes the
red, pinpoint eyes of 3 wraiths. The wraiths attack all other Join Me
creatures in the room, focusing on the triggering creature or
Hybrid trap (level 17-20, dangerous, harm)
whoever is holding the sword. They do not leave the room.
A corpse covered in blackened armor lies on the floor
The wraiths fade into nothingness if reduced to 0 hit points.
of the chamber, covering up a rune of detection. A vat filled
They fade back into the walls of the room if the sword is
with necrotising fluid is positioned to fall over a creature
replaced on the stand or after 24 hours.
by the corpse.
At your discretion, the sword can be a magic item, or just an
Trigger (Interact with Bait). Interacting with the corpse
adamantine weapon.
triggers the trap. A successful DC 15 Dexterity (Sleight
Countermeasures. With a successful DC 15 Intelligence of Hand) check allows a creature to interact with the bait
(Arcana or History) check, a creature can recognize the without activating the trigger.
sword and knows about the dangers of the trap. With detect
Effect (Falling/Tipping Vessel). The rune tips the vat onto the
magic, the stand for the sword has an aura of necromancy
triggering creature, who must make a DC 15 Dexterity saving
magic (if the sword is a magic item, it also has an aura).
throw, taking 82 (15d10) necrotic damage, or half as much on
A spellcaster can disrupt the enchantment on the stand with a success.
a successful DC 15 spellcasting ability check; dispel magic cast
Countermeasures. A successful DC 15 Wisdom (Perception)
on the stand also disables the trap.
check lets a creature spot the vat and the hidden rune. One
found, a creature can disable the rune with a successful DC
Froggy Floor 15 Intelligence (Arcana) check or with dispel magic.
Magic trap (level 17-20, dangerous, hinder)
The floor of this chamber has a beautiful mosaic of a frog, Poisoned Path
with a glyph of warding (true polymorph) hidden in the design. Mechanical trap (level 17-20, dangerous, harm)
Trigger (Creature Detector). A character that walks across A 5-foot-wide walkway formed of stone archways spans a
the mosaic triggers the trap. chasm. On either side of the walkway is an enormous drop
Effect (Spell Effect). The glyph casts polymorph on the into lightless depths. A creature that falls from the walkway
triggering creature, which must succeed on a DC 15 Wisdom drops 500 feet to the bottom of the chasm, taking 70 (20d6)
saving throw or be transformed into a frog. The spell has no bludgeoning damage.
effect on a shapechanger or a creature with 0 hit points. Trigger (Pressure Plate). Stepping on the pressure plate in
The transformation lasts for 1 hour, or until the target drops the middle of the walkway triggers the trap.
to 0 hit points or dies. The target’s game statistics, including Effect (Needle). A hard, razor-sharp needle coated with
mental ability scores, are replaced by the statistics of a frog. a weakening poison spears up from the center of the
It retains its alignment and personality. pressure plate into the triggering creature’s foot. The needle
The target assumes the hit points of a frog. When it reverts pierces armor that isn’t magical. The triggering creature
to its normal form, the creature returns to the number of hit must succeed on a DC 15 Constitution saving throw or
points it had before it transformed. If it reverts as a result of become poisoned. A creature poisoned in this way becomes
dropping to 0 hit points, any excess damage carries over to incredibly weak and must succeed on a DC 15 Dexterity
its normal form. As long as the excess damage doesn’t reduce saving throw to avoid falling from the walkway.
the creature’s normal form to 0 hit points, it isn’t knocked Countermeasures (Sensitive). A successful DC 15 Wisdom
unconscious. (Perception) check reveals the pressure plate and hidden
needle. A successful DC 15 Dexterity check using thieves’
tools disables the trap, but a roll that totals 10 or less triggers
the trap.

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Puzzle-Centric Puzzles for Small Spaces
Puzzles that work well for small spaces are those that
Dungeons involve small things. This might involve things like a board
game whose pieces need to be moved, or a puzzle box. This
Dungeons don’t have to be designed around monsters or should be something where everyone can generally gather
traps. Instead, they can be designed around puzzles. Such around and participate.
dungeons focus on problems that need to be solved using
player cleverness rather than in-game character prowess. Puzzles for Large Spaces
Theme Puzzles that work well for large spaces are those that can
utilize different creatures doing different things at the same
Theme is of particular importance when it comes to puzzles, time. These puzzles make use of space, or situations where
much more so than traps. Sometimes the mere fact that a multiple creatures need to achieve something that one of them
trap can dish out a desired effect is enough to use it. Puzzles, alone couldn’t, such as pulling a lever in two different locations.
on the other hand, say something about the dungeon’s
owner and reinforce the theme of a dungeon. For instance,
if a dungeon is the home of a lich who utilizes the undead, it
Puzzles for Corridors and
would make sense for puzzles in that dungeon to be themed Passages
around death, life, and things tangentially related to those Puzzles that work well for corridors and passages often
topics. It is very important that the puzzles found in the make use of distance. This may mean that the components
dungeon fit with its theme. are laid out along the length of the hall, or it may require
creatures to travel certain amounts of distance.
Puzzle Placement
A puzzle presents a problem that needs solving, and the
characters should be able to solve the problem. This means
that they must have access to the items, tools, or information
required to solve the puzzle. There might be clues available
in or around the puzzle, or they could have found some
something before reaching the puzzle.
If the characters aren’t ready for the puzzle, there needs
to be a clear way for them to understand that they should
come back later. They should also have some idea of what
will indicate when they are ready. It need not be so obvious
as “you must be this tall to ride” but there should be clear
indications of what they don’t have that they will need to
solve the puzzle.
In the case of puzzles characters may not be ready for, be
sure to provide other paths they can take. These alternatives
can lead them to places where they will find what they need
to solve the puzzle. If there are no alternate paths, ensure
that they can go back the way they came and track down
what they need to accomplish the puzzle.
Regarding the physical location of the puzzle, think like the
dungeon’s owner and ask yourself why they would want a
puzzle in a particular spot, instead of a trap or monsters. A
puzzle is, in most circumstances, a way to make sure that
those who deserve to can proceed, and those who don’t are
stuck. Avoid placing puzzles in arbitrary places. This will help
to make whatever is beyond the puzzle much more rewarding.

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Premade Puzzles 2. The Necrodial
Below you will find 30 puzzles that we have designed to be A round metal object the size of an amulet hangs from
usable in a wide array of environments and situations. We a necklace or chain. On one side, the amulet has four
encourage you to use them and modify them as you see fit. concentric round dials, each inscribed with ten runes; the
Many of them will have optional adjustments or changes other side is blank. The amulet is meant to contain a key,
that can be made, but they are by no means the only changes gem, note, or other small object.
that can be made. If you think of something else, by all The dials on the amulet have a handle, ridges, or some other
means try it. Experiment and have fun! method of rotation. Over the uppermost portion of each
dial is a small downward-facing triangle of raised metal to
ı. Walk the Plank indicate what rune is selected. In the center of the dials is a
button with a skull engraved on it.
The entrance to the chamber is on level, stable ground, but
much of the rest of the room’s floor has collapsed, revealing Solution. Spinning all four dials to the correct rune and then
an area below the room. Several planks of wood in various pressing down on the center button makes the amulet come
lengths, are laying near the entrance to the chamber. apart in two pieces.
Scattered around this lower area in a seemingly random The exact combination of runes necessary to solve this
pattern are 15 feet high stone pillars which seem to have puzzle is up to your discretion. Perhaps these runes are a
been intended to support the now-collapsed upper floor. repeating motif in the hidden annals of a necromancer’s
Each column can accommodate one Medium or two Small study, or perhaps the runes are instead letters that must be
creatures safely. If the top of a column is occupied by a combined to spell out a particular 4-letter word.
Medium or two Small creatures and another creature of Zap. Attempting to open the device with the wrong
Small or larger size attempts to move into or through the combination of runes could be painful. A surge of lightning,
occupied space, all the creatures must succeed on a DC 10 fire, psychic or necrotic damage could hit the holder of the
Dexterity (Acrobatics) check. Creatures that fail fall from the amulet if the combination is incorrect.
pillar and take 3 (1d6) bludgeoning damage.
Solution. Creatures must use the planks in order to cross
the chamber. Of the planks at the entrance, only three are
3. Revealed in Reflections
sturdy enough to span a gap between pillars. The sturdy Several mirrors are suspended in midair, as if weightless.
pieces are a 10-foot, 15-foot, and 20-foot piece. The pieces They can be repositioned or rotated easily; once in place,
can bridge gaps that are 5 feet less than their total length (ie. they remain perfectly still.
a 20-foot plank can bridge a 15-foot gap). With a successful Within the area where these mirrors are found are objects,
DC 10 Intelligence (Nature) or Intelligence check using decorations, or doors that are invisible to the naked eye.
woodcarver’s tools, a creature can determine if a plank is These features are only visible if viewed through one or
sturdy or not. more of the mirrors that float in this area.
Any configuration of the boards which allows the party Solution. Once the mirrors are repositioned, players must
to cross to the other side is a correct solution. A creature find a method of interacting with the exit or retrieving
attempting to cross a rotted or unstable plank will fall once the objects that the mirrors reveal. This could involve
they reach the middle of the plank. If it is adjacent to a interacting with the objects in real life as if they’re invisible,
pillar when it falls, a creature can catch themselves with a or perhaps even stepping through the mirror to bring objects
successful DC 10 Dexterity saving throw. back through to the real room. Allow the players’ creativity
Difficulty. This puzzle is extremely flexible. To increase or to shine in how these mirrors are used, especially if combat
decrease the difficulty of the puzzle, the amount of sturdy or other nefarious traps and dangers are present.
planks as well as the quantity and spacing of the pillars can Shining Shields. Any reflective surface, such as well-shined
be altered. Decoy paths — paths where the available boards metal, will do in place of mirrors if you desire. Perhaps
would take you most of the way, but ultimately fall just short even bodies of water could be utilized and positioned in
— also increase the difficulty of this puzzle. interesting ways!
You can add some damaging element, such as spikes or a
river of magma, to the lower area as another way to increase
the challenge of the puzzle.
Planning. Whether you implement this puzzle using
miniatures & terrain or simply using theatre of the mind,
it will be important to have a rough idea of pillar locations
in advance. Graph paper will allow you to easily mark the
distances between different pillars so you can guide your
players as they attempt to cross.
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Delve deeper...
What you’ve seen here is just the beginning... The full
volume of Treacherous Traps awaits you!
In this 172-page book, you will find:

• Simple Traps. Pre-made, ready-to-go traps at level


ranges 1-4, 5-8, 9-12, 13-16, and 17-20. The traps in this
section are divided into varying lethalities (setback,
moderate, dangerous, perilous, and deadly).
• Complex Traps. More involved traps which present
larger, more unique challenges to be overcome by the
entire party.
• Puzzles. 30 pre-made puzzles of various difficulties and
themes, with suggestions on how to alter or optimize
them for your adventuring party. This section also
includes advice on how to best use puzzles in your
dungeons, and how to create your own.
• Riddles. Guidelines on how to make riddles as well as 16
sample riddles that are ready to be used.
• The Random Trap Generator. A massive two-part
table that allows for on-the-fly trap generation by
rolling for a trigger and an effect. Triggers and effects all
come in mechanical, ambiguous, and magical varieties
to make sure all the bases are covered. You can then use
your randomly-generated trap as a creative jumping
off point when implementing them into your unique
gaming setting.
• Trap Creation Guidelines. Advice on how to make
your own traps and use them effectively in your games.
• Trapsmith Legends. A new character background and
3 NPC hirelings that can accompany your party on their
adventures.

Get it today! https://nordgamesllc.com/product/


treacherous-traps-5e/

Happy Trapping,

Nord Games

10 Treacherous Traps | PDF From


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