Piedra Nocta

Complexity: Complex

Type: Magical

Severity: Dangerous


Trigger: Stepping on darker stone marked area

Effect: 4d10 piercing damage to nearest creature; all others in a 15-foot radius must make a Dexterity saving throw (DC 15) to avoid half damage (2d10). Creatures hit become slowed and must make a Constitution saving throw (DC 13) or be blinded until the end of their next turn.

Damage Output: 4d10 piercing damage (Piercing)

Detection DC: Perception DC 14, Investigation DC 14

Disarm DC: Arcana DC 15, Thieves’ Tools DC 17


Within the shadowy corners of the ancient temple, the floor transforms to reveal the hidden perils of the Piedra Nocta trap. A section of stone, darker than its surroundings, can barely conceal its ominous nature. When stepped upon, the ground trembles in response, and jagged spikes of stone burst forth, encased in a shifting, shadowy energy. The air seems to shimmer with whispers of despair as these dark tendrils grip at the feet of those ensnared, threatening to entrap them in an eternal embrace. The ancient runes flicker with dim, eerie light beneath the surface, promising a horrific fate to those unaware. As echoes of the past converge, even the bravest warriors may falter, caught in both a physical and psychological struggle against the piercing stone and the raw fear it invokes.

Gameplay Notes for the Piedra Nocta Trap


Trap Activation:

  • Trigger Mechanism:

    • The trap activates when a creature steps onto the specifically darker stone section of the floor.
    • The area features runic inscriptions, discernible only with a successful Investigation DC 14 check. Any creature stepping onto this section without noticing the rune will trigger the trap.
  • Environmental Conditions:

    • The trap is more likely to be triggered in dim lighting, where the darkened section may appear less conspicuous.
    • The eerie whispering sound (similar to shuffling stones) can be detected within 10 feet, possibly alerting players to the presence of danger if they succeed on a Perception DC 14 check.

Detection and Disarm Notes:

  • Detection Checks:

    • Perception DC 14: Notice the differences in floor texture/light.
    • Investigation DC 14: Identify and understand the runes.
  • Disarm Mechanism:

    • Arcana Check (DC 15): Recognize the runes and cancel their magic with a spell slot (temporary deactivation within a 10-foot radius).
    • Thieves’ Tools (DC 17): Physically disrupt the triggering mechanism with precise placement, requiring an action to attempt.

Suggested Tactics and Variations:

  • Varying Difficulty:

    • Increase the number of spikes that can be animated by having multiple activation points triggered simultaneously (adding complexity).
    • Adjust Dexterity saving throw DCs or damage according to the level of the party (e.g., lower DC for lower-level parties, higher damage output).
  • Targeting Players:

    • If specific party members take significant actions (e.g., step forward, speak), direct the spikes to emerge near them, using their movements and positioning against them.
  • Responses to Player Actions:

    • If players attempt to investigate or disarm, the animated shadows might lash out, potentially triggering a second wave of spikes in succession if they draw close without sufficient care.

Initiative and Round Actions:

  • Trap Initiative:

    • Initiative Bonus: +2
    • Rolls for initiative like a standard creature, acting in the order generated alongside the players and any other entities involved.
  • Trap Actions:

    • Round 1: Spikes erupt and target the nearest creature within 5 feet, dealing 4d10 piercing damage. Beyond 5 feet, all creatures in a 15-foot radius must make a Dexterity saving throw (DC 15) or take additional 2d10 piercing damage.
    • Effects: Creatures struck become slowed, movement speed halved until the end of their next turn, and must make a Constitution saving throw (DC 13) or be blinded until the end of their next turn.
  • Additional Actions Each Round:

    • After the first round’s activation, if players remain in the vicinity without successful disarmament, the trap can “recharge”:
      • Subsequent Rounds (2 and onward): The trap may either reshape its spike placements (forcing players to constantly reposition) or cause the whispers to escalate, turning into unnerving voices that:
        • Impose disadvantage on saving throws against the trap’s effects.
        • Create minor tactical hazards (e.g., shifting shadows causing temporary hindrances, difficult terrain).

Round-by-Round Effects:

  • Phase 1 – Round 1:

    • Trap is triggered; spikes erupt causing damage as described.
  • Phase 2 – Rounds 2-3:

    • Additional animated spikes can activate at any point within the affected 15-foot radius, rolling to strike the closest unblinded creatures again, resetting conditions for the trap’s effects.
  • Phase 3 – Round 4+:

    • If no players have successfully disabled the trap, ongoing effects intensify:
      • More shadows envelop the room, creating disadvantage on Wisdom (Perception) checks or other visually-related checks (e.g., attacks).
      • The environment can become difficult terrain from debris or shards as the spikes retract partially but remain threatening.

Additional Tips for Smooth Management:

  • Organization: Keep a note of each round’s damage, effects, and who has taken damage or failed saves. Consider employing a tracking tool or spreadsheet for the trap’s damage output.

  • Interpretation of Shadow Effects: Encourage player creativity on how they respond to the environment, whether attempting to use light sources to negate effects or leverage spells creatively within the shadowy space.

  • Narrative Descriptions: Emphasize the psychological effects of the trap through descriptive narration—describe how the whispers grow louder, shadows dance, and air thickens as tension rises to keep players invested in their predicament.

By managing these elements effectively, the Piedra Nocta can provide a thrilling and immersive experience that combines danger, strategic thought, and atmosphere.

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