
Cursed Hallway of Jeering Shadows
Complexity: Complex
Type: Magical Psychological Trap
Severity: Dangerous – The combination of psychological torment and necrotic damage can steer even the bravest to a perilous brink.
Trigger: As characters enter a 15-foot range of the corridor, the trap activates automatically, conjuring illusions and echoes of laughter, propelling the shadows into motion.
Effect: Upon activation, all characters within the area must make a Wisdom saving throw (DC 13). On a failure, they are frightened for 1 minute, suffering disadvantage on attack rolls and ability checks. Those frightened by the laughter also suffer a jolt of negative energy, taking 3d6 necrotic damage (halved to 1d6 if they succeed on the Wisdom save). Frightened players can repeat their saving throw at the end of each of their turns to end the fear effect early. To complicate matters, at the end of each adversary’s turn, the DM may invisibly roll a d4 to summon 1d3 shadowy apparitions to assail them with a psychic attack that deals 1d8 psychic damage.
Damage Output: 3d6 necrotic damage (1d6 on a successful save), psychic damage from apparitions. (Necrotic (and psychic for shadow attacks))
Detection DC: A successful DC 15 Perception check may reveal signs of the magical trap through subtle changes in the shadows. Alternatively, a DC 12 Arcana or Religion check can inform the party of the dark magical nature of the runes.
Disarm DC: Characters can attempt to disable the effects with Dispel Magic (DC 15 casting roll), or a DC 17 Arcana/Sleight of Hand check to interact directly with the runes. For those exploring the corridor, a DC 15 Investigation check could provide clues on how to minimize or neutralize the ambient sounds.
As you step cautiously into the corridor, a sudden descent in temperature engulfs you—the air thick, almost tangible, as shadows twist and writhe upon the walls, their grotesque forms shifting in the dim light. Low, mocking laughter dances around your senses, wrapping around your heart, tugging at fears buried deep. Ethereal runes imbue a malevolent glow, flickering as if excited by your presence, their arcs of energy resonant with dark, forgotten magic. Around you, a feeling of dread grows palpable as the laughter crescendos, dragging forth shadowy apparitions ready to siphon your hope into despair. This passage is alive, an amalgam of memory and magic, daring you to face its cursed legacy or become the next legend lost within.
Gameplay Notes for the Cursed Hallway of Jeering Shadows Trap
Trap Activation
- Trigger: The trap activates as characters enter the corridor and move within 15 feet of the magical runes on the walls.
- Environmental Conditions: Players will notice the temperature drops, and an eerie laughter fills the air as the trap’s initial trigger occurs. Shadows begin to shift and flicker as ethereal apparitions start to manifest on the walls.
- Activation Process: As soon as a character crosses the threshold, all characters within a 15-foot radius must make a Wisdom saving throw (DC 13) to avoid the frightened condition; those who fail also take necrotic damage (3d6).
Detection and Disarm Notes
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Detection Checks:
- Arcana Check: DC 14 – Recognizes the runes’ magical aura.
- Perception Check: DC 15 – Can detect the cold air and shadows moving unnaturally.
- Religious or Arcana Check: DC 12 – Provides insight into the curses laid in the hallway.
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Disarm Mechanisms:
- Dispel Magic: A spellcaster may attempt to dispel the trap with a successful DC 15 casting roll targeting the runes.
- Arcana or Sleight of Hand Check: DC 17 to manipulate the runes to suppress their influence and lessen the laughter.
- Investigation Check: DC 15 to uncover clues within the walls to understand how to silence the laughter.
- Religion Check: DC 16 to communicate with the shadows and calm their torment.
Suggested Tactics and Variations
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Tips for Varying Challenges:
- Increase the number of shadowy apparitions (1d3 instead of the default at the end of each player’s turn) to ramp up fear and combat difficulty.
- Target characters based on perceived vulnerabilities (weaker saving throws) by directing apparitions towards them specifically.
- If the party is progressing too easily, introduce an additional layer, such as a malevolent laugh that echoes louder and inspires additional fear-based effects.
Initiative and Round Actions
- Initiative Bonus: The trap has an initiative bonus of +2.
- Initiative Roll: The trap rolls for initiative alongside the players; it acts on its own initiative count.
Trap’s Actions Each Round
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Initial Activation (Round 1)
- All characters within 15 feet must make the saving throw.
- Shadows begin to coalesce along the walls, instilling fear and adding tension through roleplay.
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Subsequent Rounds (Rounds 2-4)
- End of Turn Effects: At the end of each character’s turn, roll a d4. On a result of 1-2, summon 1d3 shadowy apparitions that attack the frightened characters.
- Attack Details for Apparitions: +5 to hit, 1d8 psychic damage (melee spell attack).
- Frightened Condition: Any characters who fail their Wisdom saving throw continue to remain frightened and take the necrotic damage.
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Ongoing Effects (Rounds 5+)
- If the trap is not disarmed, the laughter continues to echo, and its effects can intensify. On bottom of round 5, consider increasing the necrotic damage to 4d6 for characters still frightened or introducing an emotional drain effect as they struggle against their fear.
- Create a sense of urgency that the longer they are trapped, the worse the consequences will become.
Round-by-Round Effects
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Phase 1: Initial Round (Round 1)
- Initial laughter erupts; characters roll Wisdom saving throws.
- Shadows twitch and shadows may cause initial fright effect.
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Phase 2: Frightening Shadows (Rounds 2-4)
- Continue to roll for additional shadow effects; each player’s turn adds to the chaos of the apparitions appearing based upon prior rolls.
- Shadows may also whisper disheartening messages, causing characters to be at risk of further mental strain.
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Phase 3: Escalation of Fear (Round 5+)
- If not dealt with, increase the power of shadowy apparitions; add environmental tension by creating illusions of the character’s fears as shadows may become visual.
Additional Tips for Running the Trap
- Narrative Roleplay: Engage players with vivid descriptions of the laughter, cold air, and shifting shadows. Use these to heighten tension and immerse players in the trap’s ambiance.
- Dynamic Player Reactions: Encourage players to role-play their characters’ fear; frightened characters may act more erratically, helping you tailor combat encounters to suit each individual’s character arc.
- Monitor Effects: Keep track of which players are frightened and any damage received, ensuring ongoing effects are clear. You may want to jot notes also on saved vs. failed recovery rolls for use in narrative consequences or roleplay situations.
- Adjustment for Group Size: Scale the number of shadowy apparitions or necrotic damage based on the size of the party and their levels to keep the encounter feeling balanced yet thrilling.
By using these notes, you can effectively create a haunted yet engaging atmosphere in the Cursed Hallway of Jeering Shadows, challenging the players both physically and psychologically to navigate safely through the sorcerer’s legacy.