A successful dispel magic (DC 13) cast on the statue disables the trap for 24 hours. You might even have a warning for the players to “Relax” or “Take it easy”.Ī spell or other effect that can sense the presence of magic, such as detect magic, reveals an aura of evocation magic around the statue. The statue should be a representation of something lazy like a sleeping animal, but have something to tempt your adventurers like a huge gem on its chest. A statue shoots out a violent beam of magical energy any time a creature does too much, as in anything more than simply walking (or moving at base flying speed for floating or flying creatures). This trap is activated when an intruder enters a room. It might fit your game, but proceed with caution if you use it. This is a silly hazard that I used in an Adventure Time game. For bonus DM points consider the direction of the wind as a factor in the movement of the fire, even having it pick up to create a deadly firestorm. You could even try out the chase rules in the Dungeon Master Guide where the players are the quarry. Anyone who gets caught takes 1d6 fire damage as the fire spreads, anyone who starts their turn in the area or moves through it takes 1d6 fire damage eventually, smoke causes obscurement and then suffocation. As the fire catches the adventurers with its flames and smoke, have them make a DC 13 Constitution check to see if they are overcome by the fire (or whatever is appropriate to your player’s escape actions).
Having your adventurers face a brush fire can be used to create a challenge or to steer your players away or towards a goal. Placing standard traps in a grassland setting can work, but a pit trap does not make as much sense in the middle of a field as on a trail or in a dungeon. A tar pit functions as quicksand and ignites if brought into contact with open flame. They would appear as nothing more than a shallow pond, but a DC 13 Wisdom (Survival) check is enough to recognize the danger. Tar pits can often be found scattered throughout the jungle or ruins.
Similar to quicksand, but with fire! You can make minor tweaks to quicksand to also create stink bogs and horse swallowing muck. A creature whose head falls beneath the surface of quicksand will need to succeed on a swim check to get to closer to the surface or be rescued, otherwise see drowning rules. You may want to allow close fails of 4 or less to float where they are. A typical quicksand pit should be around 20′ in diameter.Ĭreatures in quicksand need to make a DC15 Strength (Athletics) swim check to move 5 feet (in any direction), failure results in sinking 5′ and beginning to drown. A running creature will not be given a save and travel 5′-10′ into the pit (roll 1d2 x 5′). An adventurer who is traveling at normal pace (not running) should be given a DC 15 Wisdom (Survival) check, which is enough to recognize the danger.
I looked to Pathfinder’s Core Rulebook for some ideas on how to use quicksand in my D&D 5e game.Ī patch of quicksand will usually appear solid and might even be covered with debris. Magical hazards (or technological hazards such as radiation) are often leftover effects from spells or experiments gone wrong.A living hazard is different from a monster as it usually can’t do much more than mess with the players somehow like a fungi releasing spores.Natural hazards present players with survival challenges as the environment itself is trying to kill them such as floods, landslides, and cave-ins.If you have a rogue with high perception who finds all your traps, try a magical trap.Ī hazard is a location based threat that is similar to a trap. Traps can be mechanical or magical, so you should also think about who would have set the trap and why when placing it in your adventure. Traps should serve a purpose such as preventing intruders from progressing, protecting treasure or hunting. What are Traps and Hazards?Ī trap is commonly found in a dungeon, but can be set along a forest path, in a home protecting valuables or anywhere. Some of these I have included in previous articles, but I thought collecting them in one place would be handy. The D&D 5th edition Dungeon Master Guide and the published adventures provide us with a limited number of traps and hazards, but I thought this collection might be interesting too. This week on the Campaign Trail I wanted to share some traps and hazards I have used in my campaigns. The world your players are exploring should be filled with dangers other than monsters.