![]() ![]() When the floor is stepped on, it collapses. The floor appears normal, but is actually made of thin wood that covers the pit. With this trap, you should be careful to describe the floor accurately. It’s not uncommon to have a pit trap in a dungeon. Players can retrieve the knives if they’re careful. The knives are magical and will return to their holes after an attack. A DC 15 Dexterity saving throw will reduce damage from an attack by half. A total of 1d8+2 knives will shoot out of the walls during each of the three rounds the trap is active. The trap is activated by a pressure plate just inside the doorway. When players enter this room, they are surprised by the flying knives that emerge from the walls. The effects are determined by the DM, but it’s suggested that a teleport portal at the bottom of the pit transports players far away from their current location. The trap is designed to be activated by a pressure plate found at the far end of the pit. A DC 15 Wisdom (Investigation) check will reveal that the pit is filled with spears. Players need to pass a DC 15 Wisdom (Perception) check to identify the pit. It will be found in a dungeon room with a 10-foot deep pit in the center. Creatures that are standing under the ceiling when it falls take 8d10 bludgeoning damage, or half damage with a DC 15 Dexterity saving throw. The ceiling falls at a rate of 10 feet per round. When the trap is activated, the ceiling begins to fall. The ceiling is made of stone blocks, is 10 feet thick, and weighs at least 3 tons. When activated, the trap is set to fall for 3 rounds. The mechanism to activate the trap is located on the far side of the room. However, when players enter the thirty-foot high room, the ceiling begins to fall. A DC 15 Intelligence (Investigation) check will provide insight into how the trap is activated. After the oil is dumped on the players, a magical fire will set them ablaze, causing them to take 1d6 fire damage. The trap is made of a barrel full of oil. A DC 15 Wisdom (Perception) check will allow the players to identify and avoid the trap. When players approach the damaged part of the ceiling, you should be careful to describe it accurately. This trap will be located in the ceiling of a dungeon room or hallway. Check out the Dungeon Maps Described or Random Encounters series today! I also have a complete adventure, including a dungeon map and room descriptions. If you play Dungeon & Dragons, Pathfinder, or other fantasy tabletop role-playing games, this RPG random tables book is full of encounters, NPCs, and more. A creature crossing the bridge can put out the fire by making a DC 15 Intelligence (Investigation) check. Creatures that fail their saves by 5 or more are also knocked off the bridge, falling into the chasm. On a failed save, the creature takes 1d6 fire damage. Any creature crossing the bridge must make a DC 10 Dexterity saving throw. The bridge is enchanted with magical fire. The bridge is made of wood and stretches 60 feet. A bridge is suspended over a 30-foot deep chasm. This trap is designed to be placed in an area where the characters need to cross a bridge. ![]() If the players cross the water, they suffer the effects of the trap. On a successful DC 15 Intelligence (Nature) check, the players will identify the water as lava. ![]() When players first approach the waterfall, you should be careful to describe it accurately. On a failed save, the creature’s clothing and gear bursts into flames. The water flowing down the waterfall looks like lava, Any creature who comes within 5’ of the water takes 1d6 fire damage and must make a DC 15 Dexterity saving throw. The waterfall that comprises this trap is at least 20 feet tall. This trap is designed to be placed in a dungeon area that has a stream or river that the characters must cross. Now he seeks power in order to ensure his personal security.Here’s my list of ten devious traps for your D&D campaign. Upon his master's arrest, the character stole his master's prize book of necromantic lore (written in Abyssal because Orcus yes the character has that language, and I used the Scholar's Pack base equipment to start with it) and took off without waiting to learn his master's ultimate fate. He then found and apprenticed himself to an evil Necromancer, who was borderline abusive his master ultimately got arrested for the murder of a more neutrally-mined college who tended to wax poetic about philosophical perspectives of why the arcane cannot create true life, telling the character at the time that he wanted the guy's body for Flesh Golem experiments. He ran away from home after his pet scarab beetle died of old age and a Cleric told him it wasn't possible to bring the scarab back (even now he's convinced it's more a matter of the gods refusing to allow such resurrection instead of a question of if it might be theoretically possible).
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