
Veil of the Pink Mist
Complexity: Complex
Type: Magical
Severity: Dangerous
Trigger: Pressure Plates
Effect: Movement Restriction, Psychic damage
Damage Output: 1d6 psychic damage (Levels 1-4), 2d6 psychic damage (Levels 5-10), 3d6 psychic damage (Levels 11-16), 4d6 psychic damage (Levels 17-20) (Psychic)
Detection DC: Perception DC 12, Investigation DC 12, Nature DC 14
Disarm DC: Investigation DC 15, Thieves’ Tools DC 14, Arcana DC 15
As you step into the enchanting glade, a vibrant palette emerges of swirling pinks and deep greens. The air is intoxicating, filled with the soothing fragrance of lavender and daisies that seem to dance in the gentle breeze. Upon closer inspection, an unsettling pulse of shimmering lights flickers subtly within the vibrant foliage, hinting that beneath this serene beauty lies a well-concealed trap. Suddenly, as you venture deeper, a soft whirring sound breaks the tranquillity. Hidden vents in the ground surge to life, releasing thick, billowing strands of pink mist that envelop you like a shroud. The sweetness of the flowers forms an ironic contrast with the unsettling feeling that invades your mind, causing disorientation and fear. Each breath draws in the mist, disorienting your abilities, and the once inviting aroma twists into a suffocating blanket, leaving you staggering amid the beautiful deathtrap. The bright flowers appear to mock your plight, swaying gently as if to warn others of the hidden peril you’ve unwittingly unleashed.
Gameplay Notes for the Veil of the Pink Mist Trap
1. Trap Activation
- Trigger: The trap activates when a character steps into the 20-foot radius of the glade, which is defined by the vibrant pink flowers and lush foliage.
- Timing: After triggering, the trap activates 20 seconds later, during which players can take actions to detect or disarm it.
- Environment: The pink mist is released from hidden vents concealed beneath delicate flower petals. Players unaware of the trigger must rely on perceptive checks to avoid activation.
2. Detection and Disarm Notes
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Detecting the Trap:
- Perception Check (DC 12): Notice subtle shimmering above pressure plates buried under foliage.
- Investigation Check (DC 12): Identify and understand the mechanical aspects of the pressure plates.
- Nature Check (DC 14): Recognize disturbances in fauna and flora that may indicate the trap’s presence.
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Disarming the Trap:
Once activated, characters can attempt to disarm it:- Investigation Check (INT) (DC 15): Assess the mechanism beneath the mist.
- Dexterity Check (Thieves’ Tools, or similar) (DC 14): To disable the pressure plates without triggering mist release.
- Arcana Check (DC 15): If successful, the character can attempt to dispel the magical mist with spells like Dispel Magic.
3. Suggested Tactics and Variations
- Targeting Players: If using the trap against a mixed party, the trap can focus on characters with lower saves, like spellcasters or rogues, making them feel particularly vulnerable.
- Ignoring Resistances: If the party members seem highly resistant to psychic attacks, introduce additional magical hazards such as Fey Spirits that manipulate the mist for added complexity.
- Variations: The trap’s location can shift, from enchanted forests to dark caverns, allowing DMs to change the visuals while keeping core mechanics intact.
4. Initiative and Round Actions
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Initiative: The trap rolls for initiative at +3 (as it is partly a mechanical and partly a magical trap).
- Roll 1d20 + 3 for trap initiative.
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Trap Actions:
- Round 1: The trap releases a burst of pink mist immediately affecting all within range without a saving throw. Any affected creatures must make a DC 14 Constitution saving throw.
- Ongoing: Each round, the mist continues to inflict psychic damage and affected characters must make repeated saves at the end of their turns until they succeed, clearing effects.
5. Round-by-Round Effects
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Phase 1: Round 1 – Initial Release:
- Effect: All creatures in the area must make a DC 14 Constitution saving throw.
- Success: The creature takes 1d6 psychic damage (depending on the party level).
- Failure: The creature is frightened and has its movement speed halved for 1 minute.
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Phase 2: Rounds 2-4 – Mist’s Persistence:
- Each round, creatures remain within the mist will take 1d6 psychic damage (scaling per level) unless they succeed on their next Constitution save.
- Disadvantage on attack rolls and ability checks for affected creatures continues.
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Phase 3: Ongoing Danger:
- On rounds 5+, if the trap is not disabled, psychic damage increases (as per the table in the main trap description) and the frightening effect persists.
- If no one has disabled the trap by round 10, additional creatures could be drawn in as the mist begins to spread slightly beyond the initial area (at the DM’s discretion).
6. Additional Tips for Smooth Running
- Track active characters and their status effects on a dry-erase or note format to simplify reference during combat and for ongoing effects.
- Use visual aids like miniatures or tokens to represent affected characters and the mist’s spread.
- Ensure players understand the mechanics of frightened and psychic damage upfront; this adds clarity to in-game decisions.
- Encourage roleplay for affected characters during the experience. This enhances immersion and narrative engagement amidst the combat trap scenario.
By managing these notes efficiently, DMs can create an engaging and dynamic encounter that challenges the characters while enhancing the narrative of beauty hiding peril—true to the themes of Dungeons & Dragons.