DUNGEON DIVER

TRAPS

TRAP 001: A LOCKED WOODEN DOOR

Scene: The room you enter is empty, except for a single, solid wooden door that blocks your path further into the dungeon. Solid rock flanks the door on either side.

DCs: Level 1, Level 2, Level 3, Level 4, Level 5

  • Make an Investigation Check. A result of (9, 11, 13, 15, 17) will reveal that the door is locked and trapped. The trigger is built into the lock and attempting to open the door triggers the trap. Upon a failed Check the party does not notice the trap and it triggers as they attempt to open the door, see the “Triggered” section.

  • A successful Dexterity Check with thieves’ tools of (9, 11, 13, 15, 17) will disarm the trap and unlock the door. Upon a failed Check the door is unlocked, but see the “Triggered” section.

  • A successful Strength Check of (9, 11, 13, 15, 17) will break the door open in a manner that does not trigger the trap. Upon a failed Check the door remains locked and closed.

Triggered: Level 1, Level 2, Level 3, Level 4, Level 5

  • Upon triggering the trap each player that participated in the Check takes (1d10, 2d10, 3d10, 4d10, 5d10) poison damage as they hear a vial break and a gaseous cloud fills the area.


TRAP 002: A LOCKED IRON DOOR

Scene: The room you enter is empty, except for a single, solid iron door that blocks your path further into the dungeon. Solid rock flanks the door on either side.

DCs: Level 1, Level 2, Level 3, Level 4, Level 5

  • Make an Investigation Check. A result of (9, 11, 13, 15, 17) will reveal that the door is locked and trapped. The trigger is built into the lock and attempting to open the door triggers the trap. Upon a failed Check the party does not notice the trap and it triggers as they attempt to open the door, see the “Triggered” section.

  • A successful Dexterity Check with thieves’ tools of (9, 11, 13, 15, 17) will disarm the trap and unlock the door. Upon a failed Check the door is unlocked, but see the “Triggered” section.

  • A successful Strength Check of (14, 16, 18, 20, 22) will break the door open in a manner that does not trigger the trap. Upon a failed Check the door remains locked and closed.

Triggered: Level 1, Level 2, Level 3, Level 4, Level 5

  • Upon triggering the trap each player that participated in the Check takes (1d10, 2d10, 3d10, 4d10, 5d10) poison damage as they hear a vial break and a gaseous cloud fills the area.


TRAP 003: A LOCKED GRATED IRON DOOR

Scene: The room you enter is empty, except for a single, grated iron door that blocks your path further into the dungeon. Solid rock flanks the door on either side.

DCs: Level 1, Level 2, Level 3, Level 4, Level 5

  • Make an Investigation Check. A result of (9, 11, 13, 15, 17) will reveal that the door is locked and trapped. The trigger is built into the lock and attempting to open the door triggers the trap. Upon a failed Check the party does not notice the trap and it triggers as they attempt to open the door, see the “Triggered” section.

  • A successful Dexterity Check with thieves’ tools of (9, 11, 13, 15, 17) will disarm the trap and unlock the door. Upon a failed Check the door is unlocked, but see the “Triggered” section.

  • A successful Strength Check of (12, 14, 16, 18, 20) will break the door open in a manner that does not trigger the trap. Upon a failed Check the door remains locked and closed.

Triggered: Level 1, Level 2, Level 3, Level 4, Level 5

  • Upon triggering the trap each player that participated in the Check takes (1d10, 2d10, 3d10, 4d10, 5d10) poison damage as they hear a vial break and a gaseous cloud fills the area.


TRAP 004: PULL MY LEVER

Scene: The room you enter is empty except for a 25 ft wide bottomless chasm that separates you from your destination. There appears to be an extendable bridge with 4 separate levers next to it.

DCs: Level 1, Level 2, Level 3, Level 4, Level 5

  • Make an Investigation Check. A result of (9, 11, 13, 15, 17) will reveal that one of the levers appears to have a handle that is more worn than the others. Pulling this lever extends the bridge and the party may cross without issue.

  • If the party fails the investigation check, to attempt a guess at which lever extends the bridge one player will roll a d4 for the levers, and one player will roll a d4 for the party. Should the outcomes match the proper lever was chosen, the bridge extends, and the party may cross without issue. If they differ this is considered a failed attempt, see the “Triggered” section.

  • The party may attempt pulling levers until the correct lever is pulled. Each subsequent attempt narrows the result of the d4 by 1. For example, on a second attempt, after the first failed attempt, the players will both roll a d4 again but this time 3 is the maximum result and 4s are re-rolled.

Triggered: Level 1, Level 2, Level 3, Level 4, Level 5

  • Upon pulling the incorrect lever the player that rolled the d4 suffers (1d10, 2d10, 3d10, 4d10, 5d10) piercing damage as a crossbow bolt strikes them from a hidden location in the surrounding rock.


TRAP 005: DON’T GO INTO THE SHORT GLASS

Scene: The room you enter has a floor that is covered with easily breakable glass vials filled with an unknown liquid. You can see the exit of the room 90 ft away.

DCs: Level 1, Level 2, Level 3, Level 4, Level 5

  • Make an Acrobatics Check. A result of (9, 11, 13, 15, 17) will allow the party, or individual, to deftly weave their way through the bottles and cross the first 30ft of the room without issue. Upon a failed Check a glass, vial is disturbed and breaks, see the “Triggered” section.

  • Make an Athletics Check. A result of (9, 11, 13, 15, 17) will allow the party, or individual, to weave their way through the bottles with great bodily control and cross the middle 30 ft of the room without issue. Upon a failed Check, a glass vial is disturbed and breaks, see the “Triggered” section.

  • Make a Skill Check of your choice that you can thematically explain. A result of (9, 11, 13, 15, 17) will allow the party, or individual, to weave their way through the bottles and cross the rest of the room without issue. Upon a failed Check, a glass vial is disturbed and breaks, see the “Triggered” section.

Triggered: Level 1, Level 2, Level 3, Level 4, Level 5

  • Upon a glass vial breaking, the individual or group (depending on how the rolls were performed) suffers (1d4, 1d6, 1d8, 1d10+1, 1d12+2) poison damage as the liquid immediately becomes gaseous as it comes in contact with the air.


TRAP 006: A QUIET PLACE

Scene: The room you enter appears empty with nothing blocking your path to the other side.

DCs: Level 1, Level 2, Level 3, Level 4, Level 5

  • Make a Perception Check. A result of (9, 11, 13, 15, 17) will reveal that there appears to be evenly spaced holes along the stone walls of the room. Upon a failed Perception Check the party does not notice the trap and it triggers and affects the group as they attempt to cross the room, see the “Triggered” section.

  • Make a History or Intelligence Check. A result of (9, 11, 13, 15, 17) will bring the revelation or understanding that these are blow dart holes that are activated by sound (see the bullet point below). Upon a failed Check the party does not determine the type of trap or the trigger, but may attempt to discern this through other means.

  • Make a Stealth Check. A result of (9, 11, 13, 15, 17) will allow the individual or party to successfully cross the room silently. Upon a failed Check, too much sound was made, see the “Triggered” section.

Triggered: Level 1, Level 2, Level 3, Level 4, Level 5

  • Upon too much sound being made, darts shoot from the walls and the individual, or group, suffers (1d10, 2d10, 3d10, 4d10, 5d10) piercing damage as they make contact.


TRAP 007: SWING ALONG

Scene: The room you enter is empty except for a 20 ft wide chasm that separates you from your destination. Upon further inspection it appears the chasm is actually a 10ft deep spike pit. A single rope secured in the center of the room looks to be the only way to cross.

DCs: Level 1, Level 2, Level 3, Level 4, Level 5

  • Make an Athletics or Acrobatics Check. A result of (9, 11, 13, 15, 17) will successfully allow the PC to swing across the gap and continue further into the Dungeon. Upon a failed Check the PC was unable to make their swing, see the “Triggered” section.

Triggered: Level 1, Level 2, Level 3, Level 4, Level 5

  • Upon failing their swing, the PC suffers (1d10, 2d10, 3d10, 4d10, 5d10) piercing damage as they make contact with the spikes in the pit. The PC can then climb their way out of the pit on the other side with the help of their allies.


TRAP 008: DON’T GO INTO THE LIGHT

Scene: The room you enter is empty except for criss crossing beams of light that illuminate the space. You can see the exit 105 ft opposite of your position.

DCs: Level 1, Level 2, Level 3, Level 4, Level 5

  • Make a Nature Check. A result of (9, 11, 13, 15, 17) will reveal that the beams of light are not natural.

  • If your character is proficient an Arcana Check can be made. A result of (9, 11, 13, 15, 17) will give the sense that the beams of light are magical in nature and could be dispelled with the “Dispel Magic” spell.

  • Upon a failed Nature or Arcana Check the party does not notice the oddity and each PC fails one check of their choice of the three available as they attempt to cross the room, see the “Triggered” section.

  • Make an Acrobatics Check. A result of (9, 11, 13, 15, 17) will allow the party, or individual, to deftly weave their way through the beams of light and cross the first 35 ft of the room without issue. Upon a failed Check they accidentally cross into a beam of light, see the “Triggered” section.

  • Make an Athletics Check. A result of (9, 11, 13, 15, 17) will allow the party, or individual, to weave their way through the beams of light with great bodily control and cross the middle 35 ft of the room without issue. Upon a failed Check they accidentally cross into a beam of light, see the “Triggered” section.

  • Make a Skill Check of your choice that you can thematically explain. A result of (9, 11, 13, 15, 17) will allow the party, or individual, to weave their way through the beams of light and cross the rest of the room without issue. Upon a failed Check they accidentally cross into a beam of light, see the “Triggered” section.

Triggered: Level 1, Level 2, Level 3, Level 4, Level 5

  • Upon crossing into a beam of light, the individual or group (depending on how the rolls were performed) suffers (1d4, 1d6, 1d8, 1d10+1, 1d12+2) radiant damage as the light burns their skin.


TRAP 009: TRIPPIN’ HALLS

Scene: The room you enter appears to be an empty stone room. The exit is visible 30 ft opposite of you.

DCs: Level 1, Level 2, Level 3, Level 4, Level 5

  • Make a Perception Check. A result of (9, 11, 13, 15, 17) will reveal that the floor is criss-crossed with trip wires. Upon a failed Check the party does not notice the trap and it triggers as they attempt to cross the room, see the “Triggered” section.

  • Make an Investigation Check. A result of (9, 11, 13, 15, 17) will reveal that the trip wires are tied into a false ceiling that looks to cover the entire room. If the Check is failed, move onto the next bullet point. If successful, make an Intelligence Check. A result of (9, 11, 13, 15, 17) will allow the PCs to understand that crossing the room one (roll) at a time decreases the likelihood of the whole group succumbing to the trap in the case of a failure. If the Check is failed, the entire party attempts the next bullet point.

  • Make an Athletics or Acrobatics Check. A result of (9, 11, 13, 15, 17) will allow the PC to successfully navigate through the trip wires and make it to the room’s exit. Upon a failed Check the trap is tripped, see the “Triggered” section.

Triggered: Level 1, Level 2, Level 3, Level 4, Level 5

  • Upon snagging a trip wire, the individual or group (depending on the rolls above) takes (1d10, 2d10, 3d10, 4d10, 5d10) bludgeoning damage as the room’s false stone ceiling falls onto them. The player can make a Dexterity or Strength saving throw, with a DC of 15, to take half damage.


TRAP 010: SWING BLADE

Scene: The room you enter has multiple swinging blades suspended by metal chains that interrupt your path further into the dungeon. You can see the exit 45 ft across the room.

DCs: Level 1, Level 2, Level 3, Level 4, Level 5

  • Make an Acrobatics Check. A result of (9, 11, 13, 15, 17) will allow the party, or individual, to deftly weave their way through the blades and cross the first 15 ft of the room without issue. Upon a failed Check, a blade strikes armor and flesh, see the “Triggered” section.

  • Make an Athletics Check. A result of (9, 11, 13, 15, 17) will allow the party, or individual, to weave their way through the blades with great bodily control and cross the middle 15 ft of the room without issue. Upon a failed Check, a blade strikes armor and flesh, see the “Triggered” section.

  • Make a Skill Check of your choice that you can thematically explain. A result of (9, 11, 13, 15, 17) will allow the party, or individual, to weave their way through the blades and cross the rest of the room without issue. Upon a failed Check, a blade strikes armor and flesh, see the “Triggered” section.

Triggered: Level 1, Level 2, Level 3, Level 4, Level 5

  • Upon a blade making contact, the individual or group (depending on how the rolls were performed) suffers (1d4, 1d6, 1d8, 1d10+1, 1d12+2) slashing damage.


TRAP 011: ROCKING AROUND

Scene: The room you enter has multiple boulders swinging from ropes that interrupt your path further into the dungeon. You can see the exit 60 ft across the room.

DCs: Level 1, Level 2, Level 3, Level 4, Level 5

  • Make an Acrobatics Check. A result of (9, 11, 13, 15, 17) will allow the party, or individual, to deftly weave their way through the boulders and cross the first 20 ft of the room without issue. Upon a failed Check, a boulder makes contact, see the “Triggered” section.

  • Make an Athletics Check. A result of (9, 11, 13, 15, 17) will allow the party, or individual, to weave their way through the boulders with great bodily control and cross the middle 20 ft of the room without issue. Upon a failed Check, a boulder makes contact, see the “Triggered” section.

  • Make a Skill Check of your choice that you can thematically explain. A result of (9, 11, 13, 15, 17) will allow the party, or individual, to weave their way through the boulders and cross the rest of the room without issue. Upon a failed Check, a boulder makes contact, see the “Triggered” section.

Triggered: Level 1, Level 2, Level 3, Level 4, Level 5

  • Upon a boulder making contact, the individual or group (depending on how the rolls were performed) suffers (1d4, 1d6, 1d8, 1d10+1, 1d12+2) bludgeoning damage.


TRAP 012: BLINDED BY THE LIGHT

Scene: While traversing through this room an extremely bright, blinding flash of light suddenly catches you by surprise.

DCs: Level 1, Level 2, Level 3, Level 4, Level 5

  • Each individual needs to make a Constitution saving throw. A result of (9, 11, 13, 15, 17) will allow the individual to shrug off any ill effects of the blinding light. Upon a failed Check, see the “Triggered” section.

Triggered: Level 1, Level 2, Level 3, Level 4, Level 5

  • Any PC that fails the saving throw is considered to be “Blinded.” The PC can attempt another Constitution saving throw, with a DC of 10, at the end of each of their turns in combat. On a successful save, the effect ends. This effect is magical in nature, it can be dispelled with dispel magic, or ended with remove curse or lesser restoration.