
Sinister Mirage of the Desert Oasis
Complexity: Complex
Type: Magical Ambush Trap
Severity: Dangerous
Trigger: The trap is activated when a creature steps within 10 feet of the illusory boundary of the oasis; the underlying mechanism is revealed as the illusion flickers upon their close approach.
Effect: On activation, affected creatures must make a Dexterity saving throw (DC 14) to avoid falling into a concealed pit, taking 2d10 piercing damage on a failure. Successful saves result in halved damage. Those who fall become prone and must make a Strength (Athletics) check (DC 13) to escape the pit or risk additional damage while trapped.
Damage Output: 2d10 piercing damage from concealed spikes on a failure, and 1d6 piercing damage each round trapped. (Piercing damage)
Detection DC: Wisdom (Perception) check (DC 15) to notice distorted reflections, Intelligence (Arcana) check (DC 16) to detect remnants of ancient magic, Intelligence (Investigation) check (DC 14) to spot subtle lines in the sand.
Disarm DC: Intelligence (Investigation) check (DC 15) to locate the hidden mechanism among the palm tree roots, Dexterity (Sleight of Hand) check (DC 14) to successfully disarm the trap.
As the adventurers approach the oasis, they are greeted by a mirage shimmering over the surface of the water. The flickering light dances alluringly, tempting them to draw closer toward the crystal-clear depths that seem to shimmer with promise. However, as they step in, the ground beneath their feet cedes to their weight, collapsing to reveal a sinister pit layered with vicious, rusted spikes protruding from the sandy floor. The soothing sounds of splashing water become a cruel taunt in juxtaposition to the horrifying reality below. Remnants of past travelers litter the edge of this treacherous trap—frayed sandals, discarded waterskins, and tattered maps—whispering tales of those who succumbed to the oasis’s deadly allure. The scent of palm trees mingles with the acrid odor of rust and decay, enhancing the illusion of safety only moments before disaster strikes.
Gameplay Notes for the Sinister Mirage of the Desert Oasis Trap
Trap Activation
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Trigger: The trap activates when a creature steps within 10 feet of the oasis’s illusory edge. The illusory boundary flickers as a character approaches, causing the ground to collapse beneath them.
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Environmental Conditions:
- The oasis is characterized by shimmering mirages and the sound of bubbling water, creating an illusion of safety.
- Players may notice the mirage distorting or hear echoing sounds if they pass within the trigger range while making a DC 15 Wisdom (Perception) check.
Detection and Disarm Notes
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Detection:
- Wisdom (Perception) Check (DC 15): Notice the irregularities in reflections and sound.
- Intelligence (Investigation) Check (DC 14): Identify subtle marks in the sand indicating the trap location.
- Intelligence (Arcana) Check (DC 16): Detect remnants of ancient magic influencing the area.
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Disarmament Mechanics:
- After the trap activates, players can attempt to disarm it to prevent further effects.
- Intelligence (Investigation) Check (DC 15): Locate the hidden mechanism among the roots of palm trees.
- Dexterity (Sleight of Hand) Check (DC 14): Successfully disarm the mechanism once it’s located.
- Clever Use of Arcana (DC 14): A character can suppress the illusion temporarily, giving advantage to nearby players on their next saving throw against the pit.
Suggested Tactics and Variations
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Challenge Level Adjustments:
- For lower-level parties, reduce DCs for checks by 2 or lessen the damage dealt by spikes. For higher levels, consider adding additional hazards like venom on the spikes or quicksand around the pit edges.
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Targeted Actions:
- If characters start successfully avoiding or disarming the trap, the trap can target characters with the lowest Dexterity saves or focus on those attempting to rescue fallen allies by causing more spikes to emerge.
Initiative and Round Actions
- Initiative Bonus: +2
- Initiative Roll: Trap rolls 1d20 + 2 for initiative.
Round Actions per Turn (each round represents 6 seconds):
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Round 0 (Activation):
- Trigger upon an intruder stepping within the area; the trap is active and a pit opens.
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Subsequent Rounds (1-3):
- Round 1: Any creature within the triggering range must make a Dexterity saving throw (DC 14). Failure results in falling into the pit and taking 2d10 piercing damage.
- Round 2: Characters trapped within the pit take additional 1d6 damage if they fail their Athletics check (DC 13) to escape. For each character stuck, trigger minor mirage illusions that impose disadvantage on Wisdom saving throws.
- Round 3: An environmental change occurs, increasing the illusion’s intensity. Characters who look towards the mirage see illusory figures beckoning them, imposing advantage on Charisma checks made to mislead or confuse characters in their next action.
Round-by-Round Effects
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Phase 1 – Initial Effect (Round 1):
- The trap activates, pulling creatures into the spiked pit. Damage dealt and characters prone unless a saving throw is made.
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Phase 2 – Escalation (Rounds 2-3):
- Trapped characters must succeed on Athletics checks to escape while taking ongoing damage. The dangerous mirage may become increasingly enticing—creatures not affected by the pit may be compelled to step closer, further risking falling in themselves.
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Phase 3 – On-going Escalation (Round 4 and beyond):
- If the trap is not disarmed by this point, the pit becomes a vortex-like danger, and shifts occur. Any further actions to escape now require an Athletics check at DC 15, with failure resulting in double damage per round. Characters visually confused by the mirage suffer from disadvantage on all saving throws until the illusion is dispelled.
Additional Tips for Running the Trap Smoothly
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Track Hits and Damages: Use a visual aid like a battle map to show three distinct zones: the safe area, the edge of the pit, and the spikes. It helps players gauge distance and movement.
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Initiative Tracking: Keep a clear track of initiative for players and the trap. Using initiative cards can speed up the encounter and keep players engaged.
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Creative Roleplaying: Encourage players to describe how their characters react to the mirage and pit. Give bonuses for clever descriptions or strategies that contribute to the group’s success.
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Facilitate Quick Decisions: If players are struggling to remember various checks, provide a reference sheet outlining which checks to use for detection and escape to ensure gameplay flows smoothly.
This trap merges danger with illusion, rewarding players who think critically and work creatively to escape its grasp.