
Enchanted Feythorn Spike Pit
Complexity: Complex Trap
Type: Magical Trap
Severity: Dangerous
Trigger: Unstable patch of ground camouflaged by dense moss
Effect: Fall into a concealed pit, suffer piercing damage, potential confusion effect
Damage Output: 1d10 piercing damage (Piercing)
Detection DC: DC 12 Investigation, DC 10 Perception, Detect Magic
Disarm DC: DC 15 Arcana, DC 12 Survival, DC 15 Network with Thieves’ Tools
As adventurers traverse the verdant glade, they are enveloped by colors that dance and twinkle with a life of their own. Soft golden light cascades through the trees, illuminating intricate patterns on painted stones. Overhead, gentle whispers weave through the branches as if the flora itself is alive, enticing the party deeper. Hidden beneath layers of moss lies the Enchanted Feythorn Spike Pit, its edges just perceptible to the discerning eye. Those who stumble across this deceptive terrain will feel the earth shift, before plunging into a 10-foot deep pit interlaced with sharp, magically-enhanced thorns. As the brambles lash out, the air thickens with chaotic energy—a sign of the Fey’s influence—confusing and disorienting unfortunate adventurers who expected a safe passage through the woods.
Gameplay Notes for the Enchanted Feythorn Spike Pit Trap
Trap Activation
- Trigger: The trap activates when a creature steps onto the designated 5-foot section of ground concealed by thick moss. The pit is otherwise indistinguishable from the surrounding terrain.
- Specific Triggers: A successful DC 10 Perception check lets characters hear faint creaking sounds beneath the moss. A successful DC 12 Investigation check reveals the shifting ground, indicating the presence of the pit.
- Environmental Conditions: The trap may be influenced by factors such as proximity to magical effects or disturbances in the natural flow of magic in the environment.
Detection and Disarm Notes
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Detection Checks:
- DC 10 Perception: Listen for creaking sounds.
- DC 12 Investigation: Spot discrepancies in the ground.
- Magical Detection: Creatures using Detect Magic can sense an aura of chaotic Fey magic over the pit.
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Disarm Mechanism:
- DC 15 Arcana check to understand and manipulate the Fey magic.
- Dispel Magic or DC 12 Survival check to camouflage the area.
- Rogues can use Thieves’ Tools with a DC 15 check to manipulate the magical mechanism.
- Rearming Chance: If characters fail to disarm, there is a 25% chance of resetting the trap, activating it once again.
Suggested Tactics and Variations
- Targeting Specific Characters: If a character notably fails their saving throw against the Confusion effect, the trap might target them with illusory treasure from the pit, attempting to draw others similarly close.
- Personalized Illusions: The Fey magic might create illusions based on a character’s backstory, leading them to believe they are seeing a loved one or a lost artifact.
- Adjusting Difficulty: As the party grows in strength, add distractive or disorienting elements like vine-whips reaching out to ensnare players, or glowing lights that pulse with chaotic energy, making it harder to concentrate on escaping.
Initiative and Round Actions
- Trap Initiative Bonus: The trap has an initiative bonus of +2 (roll a d20 +2 for initiative).
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Trap’s Actions:
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Initiation Round:
- Trigger: Ground collapses, initiating fall damage.
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Subsequent Rounds (1-5): On initiative:
- Thorn Damage: The trap automatically deals 1d10 piercing damage at the beginning of each creature’s turn while they reside within the pit.
- Confusion Effect: Each creature in the pit must make a DC 13 Wisdom saving throw at the start of their turn or be affected by Confusion. (Takes damage as thorns pierce with continual movement.)
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Initiation Round:
- Escape Attempts: Creatures can attempt an Athletics or Acrobatics check (DC 13) once each turn to climb out of the slippery sap.
Round-by-Round Effects
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Phase 1: Round 1:
- Action: Trap activates; affected creature falls into the pit, taking 1d10 piercing damage from spikes upon landing.
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Phase 2: Rounds 2-4:
- Each affected creature takes 1d10 piercing damage at the start of its turn.
- Confusion: Any creature that failed their initial save ends up disoriented, acting randomly based on the Confusion spell’s effects.
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Phase 3: Round 5 Onwards:
- The effects remain until the creature succeeds on a Wisdom save or escapes the pit. If the trap has been ‘rearmed,’ the trap may activate again, triggering the collapse and further damage.
- Creatures may conceive illusions of escape, leading them to take even more time in confusion if they don’t successfully break free.
Additional Tips for Running the Trap
- Tracking Rounds: Maintain a straightforward initiative tracker for the trap and each character in the pit, ensuring players are reminded to make their saving throws at the start of their turn.
- Narrative Flavor: Use vivid imagery to describe the environment as it shifts — glowing lights flickering, whispers from unseen fey creatures, and the sensation of being watched to intensify the tension.
- Engagement: Get players involved by allowing them to describe what they see in their confusion to keep the role-playing element alive even as they struggle with the mechanics of the trap.
- Dynamic Elements: Consider how the fey might influence the encounter if the characters linger too long, such as vines pulling on their equipment or wresting away weapons, heightening the sense of urgency.
This immersive design helps the Dungeon Master effectively manage the Enchanted Feythorn Spike Pit with creativity and adaptability, enhancing the adventure’s richness and excitement.