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Wizards know how it is. Sometimes you go a little far with your designs and create a trap that’s dangerous and unpredictable—but useful!
The traps described here are loosely based on scenes from famous TV shows and movies. Some details have been left vague to make them easier to add to your existing campaign.
Bridge of Glass
Trap [Complex Magical]
A 40-foot long, 10-foot wide bridge made of glass panes crosses a chasm. Each pane fills a 5-foot square. The bridge is fully enclosed with glass panes, 10 feet wide and 10 feet high.
At first glance, all the panes look identical.
Trigger: When someone steps onto a horizontal pane or touches any pane, roll a d6. On a 5 or 6, the pane shatters.
A successful DC 15 WIS (Perception) check reveals lines etched into the glass. A subsequent successful DC 15 INT (Arcana) check shows the nature of the trap and that the panes are enchanted to shatter randomly. Using an ability that reveals the presence of magic shows that the corridor glows brightly with evocation magic.
Effects: Anyone standing on a pane when it shatters must make a DC 10 DEX save or fall into the chasm dealing 8d6 bludgeoning damage from the fall. A shattered pane that was touched but doesn’t bear a creature’s weight also triggers a DC 10 DEX save, but a failure results in the creature taking 1d6 piercing damage from broken glass. Grabbing a different pane to avoid falling triggers another d6 roll and a subsequent save.
Resolution: If a pane is triggered, an intact pane nearby briefly lights up with glowing red script that reads: Watch your step. The script appears in a different language each time. If a pane is touched but doesn’t shatter, it remains stable until the trap resets in 1 hour after the first pane was triggered. After that, all shattered panes reappear.
Hallway of Lightning
Trap [Magical]
In a corridor with only one entrance and exit, the designer has hidden a half-dozen arcane wards, disguised by colorful floral patterns adorning the walls and ceiling. The length of the corridor can vary depending on need, but it should require more than one round for PCs to cross.
Trigger: When someone passes a ward, the entire hallway hums with arcane energy. Anyone with hair feels it rise from their heads, arms, etc. The entrance door grinds shut loudly; players adjacent to it might be able to duck back outside with a successful DC 12 DEX save. The wards are discoverable by investigating the patterns with a successful DC 15 WIS (Investigation or Perception) check or using some form of arcane detection
Effects: One round after the trap is triggered, a horizontal beam of crackling, bright blue electricity fires from the far end of the hallway, about 2 feet off the floor. The beam flies down the hallway; anyone in its path must succeed on a DC 10 DEX save or take 1d6 lightning damage. More beams appear each subsequent round. Roll on the Lightning Effects table for result or follow the list in order—it gets more lethal as you go!
Lightning Effects
d6 | Beam Shape | DC | Damage |
1 | Single horizontal beam | 10 | 1d6 |
2 | Two horizontal beams | 12 | 1d8 |
3 | Single fast-moving beam | 15 | 1d6 |
4 | Two beams forming an X | 15 | 1d8 |
5 | Three horizontal beams | 18 | 2d6 |
6 | Floating square net | 20 | 2d6 |
Resolution: Anyone who reaches the end of the hallway can discover a stone switch behind a hidden panel with a successful DC 15 WIS (Investigation or Perception). Flipping the switch renders the trap inoperative. Flipping the switch again reactivates the trap.
Keys of Bone
Trap [Mechanical]
A massive organ made entirely from bones blocks the entrance to a secure location, like a vault or storeroom. A grinning skull tops the instrument, leering down at the players as if challenging them to unravel the puzzle. Wooden tables and shelves stuffed with books and scrolls fill the room around it.
Trigger: When someone passes within 10 feet of the organ, it rattles and shakes, making a noise like a dozen skeletons laughing. The organ functions and the fingerbone keys can be played in any order or tune.
Effects: Playing two keys or more in the wrong sequence triggers poison arrows from a half-dozen hidden launchers. All creatures in the room must succeed on a DC 12 DEX save to avoid the arrows; failure results in 1d6 piercing damage + a DC 12 CON save to avoid being poisoned for 1d10 rounds.
Resolution: Playing the right musical sequence opens a hidden door beside the organ. This sequence should be a clue discovered earlier in the adventure, tied to the treasure the players are attempting to steal.
Table of Cups
Trap [Puzzle]
A goblet of significant power is hidden in an abandoned temple. The plain vestibule in the center features a stone table holding three dozen cups in a variety of sizes and materials. A shallow stone basin next to it is filled with clear, standing water. Only by drinking from the true goblet will the door open again.
Trigger: The heavy stone doors slam shut and lock when one creature passes through the doorway. Ghostly light illuminates the table and fountain, and a low, ethereal voice proclaims, “You must choose to find release.” Choosing the correct goblet does not require an ability check, but is a matter of knowing who set up the trap, and what sort of goblet they would value.
Effects: Drinking from the fountain using any vessel other than the true goblet prompts a DC 15 CON save. On a failure, the drinker takes 2d6 poison damage and ages 1d10 years.
Resolution: Identification magic might be useful to resolve the trap. The trapped PC can still talk to their companions through the door for clues. A purify food and drink spell also circumvents the danger.