The Veil of the Mirage

Complexity: Complex

Type: Magical

Severity: Dangerous


Trigger: Soft patch of moss

Effect: Illusionary landscape that entraps and causes psychic damage

Damage Output: 1d10 psychic damage on failure (Psychic)

Detection DC: Nature or Arcana DC 14, Perception DC 12

Disarm DC: Investigation or Arcana DC 17, Arcana DC 18 to extract or destroy


As adventurers walk along a seemingly pristine path, their footsteps sink gently into an astonishingly soft and glossy carpet of moss, emanating a mesmerizing shimmer under the dappled sunlight filtering through the canopy. As they proceed, an intoxicating aroma of blooming flowers fills the air, accompanied by the gentle ebb and flow of ethereal whispers and enchanting melodies that tease at their core desires. Without warning, the soft moss pulsates, enveloping them in a 30-foot area where reality twists and folds upon itself, leading to an illusory glade filled with fantasy and beauty. In this moment of bewilderment, their surroundings begin to blur, echoing the soft strains of music that entice them to surrender, little do they know, they are walking deeper into levity’s grasp while reality endlessly eludes them.

Gameplay Notes for the Veil of the Mirage Trap

Trap Activation

  • Activation Trigger: The trap activates when a character steps onto a specific patch of exceptionally lush, vibrant moss located within the Whispering Woods. A DC 14 Wisdom saving throw is required to notice the soft moss pulsating with an alluring shimmer before triggering the trap.
  • Environmental Condition: The atmosphere of the woods may contribute to the trap’s allure, with soft ambient music and the gentle movement of leaves. The trap is designed to entice adventurers into a false sense of security.

Detection and Disarm Notes

  • Detection Checks:
    • Nature or Arcana Check (DC 14): Characters can notice the overly vibrant flora and the pulsating moss as a clue that something is amiss.
    • Perception Check (DC 12): Characters may hear distorted sounds of alluring music or captivating whispers that hint at the illusionary nature of the glade.
    • Intelligence Check (DC 12): Characters may notice the runes on the surrounding trees that hint at the magical origins of the moss.
  • Disarming the Trap:
    • Investigation or Arcana Check (DC 17): Identify the enchanted moss and locate the buried Fey Crystal that powers the trap.
    • Arcana Check (DC 18): Attempt to safely extract or destroy the Fey Crystal. Failure activates the trap and forces those adjacent to the moss to roll a failed saving throw against the illusion.

Suggested Tactics and Variations

  • Scaling Challenge: Adjust the DCs of saving throws or checks to accommodate different party levels. For higher-level parties, consider applying secondary effects or introducing a greater illusion.
  • Targeting Tactics: The trap could target the most perceptive or curious character, creating a distraction with fabricated sounds or images directed towards that character to draw them deeper into the illusion.
  • Optional Variation: Introduce variations for specific effects, such as causing characters to see a loved one beckoning them away as they struggle against the illusion, compelling them to head in specific directions.

Initiative and Round Actions

  • Initiative: The Veil of the Mirage trap rolls initiative at a +2 bonus, using the following initiative roll process:
    1. Roll 1d20 + 2 for initiative.
  • Round Actions: The trap takes actions on its turn, using a spell-like ability every round:
    • Round 1: Trigger the illusionary landscape transformation, affecting all creatures within a 30-foot radius (DC 15 Intelligence Saving Throw).
    • Round 2: All affected characters suffer 1d10 psychic damage if they failed the saving throw last round.
    • Round 3: Characters continue to experience the Fey’s Delusion condition if entranced (disadvantage on Wisdom checks and saving throws for 1 minute).
    • Round 4: The illusion can morph slightly—characters may see illusions of foes or obstacles, causing additional confusion. This may require further saving throws, with increased DCs.

Round-by-Round Effects

  • Phase 1: Round 1Illusion Activation: The characters perceive the glade as a peaceful area. Each character must make the DC 15 Intelligence Saving Throw. On failure, they become entranced.
  • Phase 2: Rounds 2-4Psychic Damage and Delusion: Characters who failed the save take 1d10 psychic damage. They also suffer from the Fey’s Delusion condition if entranced, affecting their choices and actions.
  • Phase 3: Ongoing – Each subsequent round that characters remain entranced may allow for repeat opportunities to break free with additional saving throws. If a character uses any direct magical assistance to dispel illusions within the area, grant advantage on the intended saving throw that round.

Additional Tips for Running the Trap Smoothly

  • Keep track of the rounds and saving throw successes or failures to determine the state of each character affected by the trap.
  • Prepare to improvise if players come up with creative solutions or want to exploit environmental features against the trap.
  • Foster roleplay opportunities by encouraging players to describe how their characters react to the illusions and sense the creeping essence of fear or desire associated with the trap.
  • Vary the sound cues and description of the illusions to maintain immersion and keep players on their toes throughout the encounter.
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