Hallway of Poisoned Darts

Complexity: Complex

Type: Mechanical

Severity: Dangerous


Trigger: Pressure Plates

Effect: A barrage of poisoned darts shot from the walls.

Damage Output: 2d10 piercing damage (Piercing and poison)

Detection DC: Investigation DC 13, Perception DC 10

Disarm DC: Thieves’ Tools DC 15, Strength DC 16


The Hallway of Poisoned Darts stretches ominously before the party, a mere ten-foot wide corridor swallowed in darkness except for a few battle-scarred torches flickering along the walls. The stonework, etched with archaic runes, is marred by the passage of time, cobwebs draping the corners as if attempting to keep history at bay. As the somber air seeps into their lungs, the sensation of unease grips the adventurers; each step resonates ominously, tiny echoes whispering warnings of the fate that befell previous seekers of the artifact. A careful approach might reveal the subtle glint of polished stone beneath their feet — the pressure plates, treacherous and unassuming. Suddenly, upon triggering a mechanism, sharp metal darts launch forth with a whoosh, streaking through the air accompanied by the biting scent of ancient poison. Those struck feel the searing pain of piercing damage coupled with a suffocating sensation, rendering the bravest adventurers at risk of succumbing to the trap’s lethal heritage.

Gameplay Notes for the Hallway of Poisoned Darts Trap

Trap Activation

  • Trigger Mechanism: The trap activates when a character steps on any one of the pressure plates located on the floor about every 5 feet down the hallway. The first triggering of a pressure plate causes the entire mechanism to activate.
  • Environmental Conditions: The trap is active at all times until deliberately disarmed by the players, noting that it can trigger even if only one character steps on a plate, regardless of which character.
  • Aural and Visual Cues: Eerie silence may collapse into a sudden rustling sound, followed by the faint hiss of darts launching. The flickering torchlight may briefly dim as the darts are released.

Detection and Disarm Notes

  • Detection Checks:

    • DC 13 Investigation: Detect subtle indentations on the floor signaling the pressure plates.
    • DC 10 Perception: Hear a faint mechanical spring noise when weighted upon.
    • DC 12 Perception: Spot signs of skeletal remains hinting at the peril of the trap.
  • Disarm Attempts:

    • DC 15 Thieves’ Tools Check: A successful check can disable one individual pressure plate, neutralizing the trap temporarily.
    • Fumbles: A failure by 5 or more triggers an immediate volley of darts.
    • Alternative Disarm: Strength DC 16 to trigger the pressure plates using a heavy object (e.g., a stone) to allow all characters to dodge the darts.

Suggested Tactics and Variations

  • Escalating Challenges: Increase dart damage or add environmental effects (like poisonous gas) if players linger in the hallway too long.
  • Targeted Darts: If a character is heavy-footed or appears particularly cautious, target them with darts for narrative tension, increasing their risk.
  • Responding to Player Actions: If players try to delay forward movement, trigger intermittent dart volleys to keep pressing urgency on their actions.

Initiative and Round Actions

  • Trigger Initiative: Roll initiative for the trap using a +2 modifier, mimicking an enemy’s turn order within combat.

  • Trap Initiative Rolls: Roll 1d20 + 2 to establish trap initiative.

  • Trap Actions per Round:

    • Round 1:

      • Poisoned Dart Volley: All players within range of the darts must make a DC 13 Dexterity saving throw. On a failed save, players take 2d10 piercing damage and a DC 13 Constitution saving throw for additional poison damage (1d6) with the poisoned condition.
    • Round 2:

      • Reset of Traps: All pressure plates regain activation for next round. Repeat the previous dart volley if players have not successfully disarmed the mechanism.
      • Poison Gas Release: Faint hissing sounds indicate the gradual filling of gas (DC 12 Constitution saving throw or take 1d10 poison damage).
    • Round 3 and Onwards:

      • Repeated Attacks: Continue to release a volley of darts each round while incrementally increasing the damage by 1d10 and adding poison gas effects if players remain in corridor.
      • Environmental Effects: The gas thickens after five rounds, leading to disadvantage on Wisdom (Perception) checks due to visibility issues.

Round-by-Round Effects

Phase 1: Round 1

  • Initial Effect: Activation of the trap; players immediately face the dart volley.
  • DC 13 Dexterity Saves: Damage occurs as described above.

Phase 2: Rounds 2 – 3

  • Escalating Effect: Poison gas begins to fill the room after each volley. Players must continually succeed on Constitution saving throws with increasing risk.
  • Secondary Wave of Darts: Further darts are launched if players do not manage to disarm the plates.

Phase 3: Round 4 and Beyond

  • Ongoing Effect: If players remain in the trap, they may accumulate ongoing damage from darts and poison gas, resulting in fearful desperation.
  • Cascading Danger: Continuous dart fire, amplified poison effects, and visibility issues compound reaching a critical state where players must either escape or succeed in disarming the entire mechanism within a specific time frame or face certain doom.

Additional Tips for Running the Trap Smoothly

  • Visual and Auditory Cues: Use ambient sound effects for the dart mechanism and suggestive tension-building narrations to evoke fear and urgency.
  • Player Feedback: Be attentive to how players react. If they become overwhelmed, consider granting breaks where they can roll checks to perceive safe spots or mechanisms for escape.
  • Time Reminders: Make players aware of rounds and damage accumulation. If using complicated effects, establish a timestamp for how long they remain trapped.
  • Flexibility in Responses: Be prepared to adapt the trap’s effects based on players’ actions and strategies to ensure that surprises remain engaging yet manageable.

This encounter should immerse players in tension and decision-making, offering them opportunities to strategize while maintaining an ever-present threat as they navigate the Hallway of Poisoned Darts.

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