Windstorm Bridge

Complexity: Complex Trap

Type: Magical Trap

Severity: Setback (Levels 1-4), Dangerous (Levels 5-10), Deadly (Levels 11-20)


Trigger: Proximity sensor

Effect: Elemental Windstorm envelops the players

Damage Output: If the Dexterity save (DC 15) is failed, characters take damage based on their level: Level 1-4 (Setback): 2d6 bludgeoning damage, repeated for 2 rounds. Level 5-10 (Dangerous): 4d10 bludgeoning damage, with subsequent rounds causing 2d10 damage. Level 11-20 (Deadly): 6d10 initial damage, and 3d10 damage in subsequent rounds for 3 turns. (Bludgeoning)

Detection DC: Perception DC 12 to notice increasing wind patterns and glowing runes, Investigation DC 15 for a detailed examination revealing the elemental nature of the runes, Detect Magic can reveal the trap’s magical aura if cast prior to approaching.

Disarm DC: Arcana or History (DC 17)


As adventurers approach, the Windstorm Bridge emerges from the swirling mists of the chasm, a majestic yet foreboding structure. The surface is smooth yet crackling with energy, adorned with intricate runework that pulses ominously in shades of blue and white. The very air crackles, filled with the erratic howling of winds that whip across the stone, occasionally slapping against the adventurers’ bodies as they step onto the bridge. The gusts grow in intensity, swirling with an ominous hum, drawing them closer to the brink where magic dances dangerously. At any moment, the wild air might lash out, testing their resolve against the elemental tempest unleashed upon them.

Gameplay Notes: Windstorm Bridge Trap

Trap Activation

  • Trigger: The trap activates when a character steps onto the bridge or approaches within 10 feet of the entrance. As soon as any character enters this space, the runes begin to glow brightly and the wind patterns change abruptly.
  • Environmental Conditions: The glowing runes and increased wind gusts can be noticed with a successful Perception check (DC 12), which gives players an opportunity to react before actually triggering the trap.

Detection and Disarm Notes

  • Detection Checks:

    • Perception (DC 12): To notice the unstable wind currents and glowing runes.
    • Investigation (DC 15): To identify the nature of the runes and the magic at play.
    • Detect Magic: Casting this spell before stepping onto the bridge reveals the chaotic elemental magic, warning players of the impending danger.
  • Disarming the Trap:

    • Skill Checks: Use Arcana or History (DC 17) to recognize and manipulate the runes correctly.
    • Action Required: Disarming requires a full round to complete, with a successful check neutralizing the trap for 1 hour.
    • Failure Consequences: A failed disarm attempt alerts nearby creatures, who may respond.

Suggested Tactics and Variations

  • Scaling the Challenge: Adjust the damage amounts based on the party’s level. At lower levels, reducing the damage dice can turn a deadly encounter into a spicy challenge.
  • Targeted Actions: If a character makes a significant move (like casting a spell), the Windstorm can specifically push them based on their location on the bridge, increasing tension.
  • Obstacle Placement: Randomly scatter lightweight objects or projectiles (e.g., small crates or adventuring gear) on the bridge to create improvised challenges during the windstorm.

Initiative and Round Actions

  • Initiative Bonus: The trap rolls initiative at +2 (roll a d20 + 2).
  • Turn Order: The trap will activate before any character currently on the bridge and continue on its turns, acting each round until either a character disarms it or they successfully navigate it for 4 rounds.

Round-by-Round Effects

Phase 1: Round 1

  • Activation: The runes glow brightly, and the winds intensify.
  • Effect: Each character within a 10-foot area must make a DC 15 Dexterity saving throw. On failure:
    • 2d6 bludgeoning damage.
    • Each character is pushed back 10 feet toward the edge of the bridge (with a potential fall if they choose).

Phase 2: Rounds 2-4

  • Escalating Effects: Winds grow increasingly violent.
  • Effects Each Round:
    • Round 2: Damage escalates to 4d10 bludgeoning for characters who failed the previous save (repeat save).
    • Round 3: Continues dealing 2d10 damage each round, with a 10-foot push back. Characters who fail this round’s save find themselves at the edge and must save again to avoid knocking prone or falling.
    • Round 4: Same damage as Round 3. Characters are now dangerously close, and this effect continues until the trap is disarmed or they escape.

Phase 3: Beyond Round 4

  • Ongoing Effects: The trap remains in effect until it is disarmed. If not neutralized, it becomes an enduring hazard. Characters on the bridge must continue to save each round if they are already being affected.

Additional Tips for Dungeon Masters

  • Track Damage: Keep careful notes on which characters are injured and at what level; this will help you manage their impending risks of falling.
  • Visual Descriptions: Make use of vivid imagery—describe the rushing winds, the terrifying depths below, and the potential for falls to enhance gameplay immersion.
  • Interactive Environments: Encourage players to devise creative solutions to use the wind to their advantage (e.g., launching items off to create distraction or movement mechanics).
  • Narrative Hooks: Use this trap as a lead-in to a larger storyline, perhaps resonating with an elemental theme that could recur in their adventures.

Running the Windstorm Bridge as a trap can create a thrilling, multi-round encounter that challenges your players both strategically and in their character resilience.

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