Rogue Week: New Traps
A list of new traps to throw at your party’s rogue (or anyone, really!)
The Nightwhisper Trap (CR 10)
Players encounter a ladder with a trapdoor at the top of it. The trapdoor emerges from the floor in the center of the trap room. This 100 ft. diameter circular room is encircled by a giant ouroboros statue. The height of the snake-statue’s body is about 5 ft. and the ceiling is about 15 feet high. A hissing sound echoes throughout the chamber continuously. The ouroboros statue is encrusted with a line of gemstones all along its sides and in the snake’s eyes.
If the gems are forcibly removed from their locations, the trap door above the ladder shuts and locks from the other side. Then the stone slabs that make up the floor begin to slowly open thanks to hydraulics, revealing a 40 ft. pit waist-deep with hissing acid at the bottom. The pit becomes fully exposed over the course of 5 rounds. Those who fall into the trap take 12d10 acid damage each round. Those wearing heavy armor halve this damage for the first round of exposure.
Players will most likely climb to the top of the ouroboros statue, when they will realize that another hissing noise comes from a nearly invisible gas being pumped in through vents near the ceiling (which began as soon as the trap door to the room was opened). Creatures that breathe in the gas must make a DC 16 WIS saving throw or become affected by its hallucinogenic properties. Creatures that fail the saving throw become affected as if by a Confusion spell, potentially running randomly into the pit of acid below. Creatures may make this save at the start of each of their turns, ending the effect on a successful saving throw. Creatures that resist the confusing gas are immune to its effects for 1d4 rounds.
A hole on top of the tail (near the mouth) of the ouroboros statue reveals that the statue is hollow. A third hissing sound is heard from inside, revealing the hollow statue to be filled with poisonous snakes. Treat the entire length of the statue’s interior like a Swarm of Poisonous Snakes. Each 5-ft. section has its own set of hit points. A wall behind the trap door forces someone entering the statue to travel around the room along its entire length through the snakes to reach the “head,” where a lever can be found that ends and resets the trap. If the lever is pulled, a secret door opens above the player to let them out of the statue, vents open to disperse the confusion gas, the floor slabs begin to close (over 5 rounds), and the trap door over the ladder opens.
- The hissing noise is coming from multiple origins, the floor, the ceiling, and the statue.
- The device trigger can be spotted if the gems are investigated very carefully.
- A strange but faint smell in the air might alert players to the gas before they become fully exposed, but only if they are in the chamber for more than 5 rounds.
- Finding a way to open the trapdoor to the ladder is difficult but not impossible (DEX check with Thieves Tools DC 24). However, if it isn’t done quickly others won’t be able to reach it from across the pit of acid.
- A large quantity of water, perhaps from several Create Water spells or a Decanter of Endless Water, will nullify the acid.
- There are too many vents to cover to stop the gas but covering one’s mouth with a cloth grants advantage on saves against the gas.
- Reaching the reset lever isn’t easy, but somehow breaking the statue at its head or finding and opening the secret door there (DEX check with Thieves Tools DC 18) would allow easier access to the lever that stops the trap.
- A Fireball spell cast inside the statue forms itself to fit inside from the force of the blast. This damages half of the statue’s length of snake swarms.