Can Opener's Traps & Hazards

This collection is meant to help me keep track of all my traps & hazards. Keeping it public in case it's also useful to anyone else.

Lvl 1/3 hazard
  • When you go through this door roll a DC15 DEX save. On fail you trip and fall prone, using up all of your remaining movement.

When people hear of ''The stumbling tavern'' they never expect the name to be literal

(they laugh at you if you fall, but give you a free drink)

Human Thief
hazard
  • Cheer.

    The most entertaining person last round adds an extra die to their next attack. Then:

  • Boo.

    (at someone that dealt no damage last turn) They must spend all their actions attacking

tiny plant trap
1
Potion enhancer.

Amplify the effect of any potion it is mixed into.

  • Scream of death.

    (When pulled from ground). Set HP of all who can hear it to 0.

Rare plant that adventurers commonly search for all that will enhance whatever potions you may wantt. How good the enhancement is depends on how many hundreds of years old the mandrake is (and how OP you want to make it)

Lvl 2 hazard
1
  • Interfere.

    (Reach 3). Take 1d8 dmg when you cast a spell.

  • Dispel.

    (Reach 3). At the end of your turn, if you have any conditions caused by a spell make a DC11 STR save. On fail the conditions end and you take 1d8 dmg for every condition.

Bioluminescent fungi that interferes with magic. Spellcaster can feel their skin tingle uncomfortably and slightly itch when they're close to it.

Lvl 2 hazard
1
Inanimate Object.

Reduce all damage taken by 10 (except fire dmg)

  • BOOM!

    When damaged, the barrel explodes. (Reach 3) DC12 DEX save. On Fail: 2d6+5 dmg, half on success. Knockback to the edge of Reach.

Lvl 2 hazard

While inside this room all creatures can only speak in 1 syllable words (heroes can still use longer words to explain to the GM what they are doing in combat)

  • FAIL.

    If you accidentally speak a word with multiple syllables, immediately take 20 dmg.

Me sound not smart in room, me not like. Want to speak BIG words.

Lvl 3 hazard
  • Swap Fate.

    (1/round) Reverse the number on any rolled dice (e.g. an 18 on a d20 becomes a 3, and a 1 on a d6 becomes a 6)

This magical floating tome inhabits a magical library and uses it's power to protect it from any malevolent visitors wishing it harm.

When a hero reads it for the first time they roll a DC12 arcana check. On success they gain the ability to Swap Fate on any dice 1/safe rest, and then the tome loses it's magic power (only 1 hero can learn it).

  • Anti-magic.

    At the start of every round roll a d8. The spells from the rolled spell school cannot be cast within this field.

    1 Fire

    2 Ice

    3 Lightning

    4 Wind

    5 Radiant

    6 Necrotic

    7 Earth

    8 No effect

Creatures afraid of spell casters often set this up as a room inside a dungeon, or as part of the defenses inside bases of non-spellcasters.

Remixed from