- Minor Illusion Trap – At a T junction a horrible growl and pounding footsteps start coming from one tunnel – the opposite way is the actual monsters.
- Minor Illusion Trap – a small ankle breaking hole has been made to look like a normal flagstone.
- Minor Illusion Trinket – a rapier illusioned to look like a dagger – you always have advantage to attack a humanoid enemy who can see you. (Can’t use this for backstabs)
- Color Spray Trap – on an entrance to a monster lair – roll 6d10 and by lowest HP up each person in 15 feet of the trigger is blinded.
- Color Spray Trinket – a small bucker (+1 AC) that when hit the first time sprays colors at the attacker – roll 6d10 and by lowest HP up each person in 15 feet is blinded.
- Disguise Self Trap – When the trigger is set off a random person in the group is disguised as a slobbering orc for 1 hour.
- Disguise Self Trinket – a huge brimmed hat with a feather that makes the wearer look like themselves but of the opposite sex. They are disguised but have disadvantage on Charisma because of the ridiculous hat.
- Illusory Script Trap – On the wall is a phrase in a strange draconic looking lettering burning in flames. When dispelled the phrase simply reads “over think”
- Illusory script trinket – a scroll with several names at the top in the ancient tongue – the rest of the text is illegible – however if someone’s name is added at the top they can read it – any other text added to it is illegible to anyone else – the current text reads: S: My most earnest lover, what a shame I had to send you to such boring diplomatic work! I can only imagine that such laggardly toil will give you plenty of time to reflect on the harsh words you presented me last week. — ST: Mind my scribbles, I must write fast. Lord Kharna has seen through our ruse. He has sent assassins from the Red Valley after me. I have a plan. Much love. —- S: Come back! Come back! I hate you! —- ST: On the third day after the Ocean Wind, come to the shrine on the left — ST: My experiment is nearly complete, the crystal has been mounted I simply need some more data from the bridge. Then I shall return across the Sea to retrieve the last piece we require. May Shadows Reign Forever.
- Silent Image Trap – illusory blades seem to slice through a corridor.
- Silent image trap – An illusion of a huge slug, in fact hidden inside is a dangerous monster far worse than a snail.
- Silent image trap – a room where once inside no exit is visible including the one you entered in.
- Silent Image Trinket – A small coin with a skull and a human head when rubbed appears to be a small case of books. The books can be picked up and read – all refer to the travels of spirits who were revived through the Spirit Realm. Many refer to the Silver Docent, a titanic creature of many limbs who acts as guide in the outer stretches of the salt sea. He is paid in obscene secrets to help the dead.
- Blur Trap – a large flagstone is carved with the rune of blur – if someone stands on it their motion blurs and distorts – attackers have disad to attack them.
- Invisibility Trap – a portal is completely invisible and takes you to a ledge on the outside of the dungeon.
- Invisibility Trap – a large super sharp blade vertically across a corridor is made invisible.
- Invisibility Trinket – an invisible weapon – when used the attacker must make an attack roll – on a fail they take 1d5 slashing damage – on a success the target must make a Dex Save (8+attacker’s str) or take 2d12 slashing damage.
- Magic Mouth Trap – a magic mouth recites numbers of 1-4 – they correspond to flagstones ahead that are not trapped
- Magic Mouth Trinket – a stuffed cloth baby doll with wide lips sewn on. When left alone for longer than 1 minute it starts screaming.
- Magic Mouth Trinket – a gargoyle that when patted speaks in Silver Tongue’s voice lecturing on the Arch Gods – he says the Ancient Kingdom’s statues here in Mudisuk contain more than a little essence of the Arch Gods. They must have inhabited them before they all turned into suns. Somehow as the Ancient Kingdom expanded the Arch Gods died off. Is there some connection between the creation of the Suns and the death of gods?
- Mirror Image trap – four buttons sit in front of the door – only one is real, the others hide poisoned spikes.
- Mirror image trap – a creature has a necklace around its neck that causes four illusory duplicates to appear next to it. Roll a d20 every time you attack it to see if it strikes you
If you have three duplicates, you must roll a 6 or higher to change the attack’s target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.
A duplicate’s AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.
- Nystul’s Magic Aura Trap – two chalices filled with liquid sit on a plinth. The one on the left – a bubbly red liquid in a gold cup appears to divination as a very evil cursed item – the one on the right – a spiked black goblet filled with green liquid appears to divination spells as very good. (the next room might have just the opposite) The green liquid drains a point of Con. The red heals the target completely.
- Phantasmal Force Trap – When a target sets off the trap they are made to see a monster that no one else can see. It can harm them (1d6 psychic) – MIX with an invisible monster
- Phantasmal Force Trinket – a necklace when worn allows them to see an image of Silver Tongue – he is lecturing on the Shadow – it is more than an absence of light – it is the remains of the energy used by the Arch Gods when they carved out the Great Divide to create life. The power of creation was distorted by them stealing so much matter. It can be crafted to create other things – so comes the shadow creatures.
- Fear Trap – a room contains the greatest fears of those who enter it.
- Hypnotic Pattern Trap – a pressure plate in the center of the room triggers a hypnotic pattern. Everyone who can see it must make a DC 12 Wis saving throw or be charmed.
- Phantom Steed Trap – A trapdoor above creates a phantom steed as it opens dropping an obese horse on the target.
- Phantom Steed Trinket – a jade figurine of a horse – when tossed over the shoulder it transforms into a jade green horse with fangs appears and will carry the owner for an hour. The jade figurine appears in their pocket after it dispels.
- Hallucinatory Terrain Trap – a platform off the edge of the map is made to look like wispy clouds (even in high winds) a chest is hidden amongst it.
- Dream Trap – a pleasant large bed big enough for the whole party seems ideally placed for a long rest – however when sleeping in it a gem above the bed causes them to have 1 of 4 dreams:
- An ancient man lecturing on history (Prof on history/religion)
- A woman begging for help.
- A horrible monster that attacks whenever looked at. It stalks them in their peripheral vision. There is a 1 in 20 chance that it will follow them out of the dream. Dispelled by looking at it in a mirror
- A sexual dream of Silver Tongue and Siska.
- Mislead Trap – a monster in the dungeon uses this to spy on targets – it will follow stealthily while using the duplicate to spy on them.
- Mislead Trinket Cursed – a ring that creates a duplicate of the wearer inside a oubliette far below the ground facing a skeleton they are forced to see through the duplicate’s senses until they attack something blindly.
- Seeming Trap – A room filled with barrels – anyone entering through a trapped doorway is also transformed into an illusion of a barrel – they must make a DC 20 Charisma saving throw. There are 3 hidden creatures – two goblins with poisoned spears – a gorgon –
- Seeming Trinket – a mask shaped like a stylized rat face – it makes them appear as a rat. However their normal body still can be interacted with.
- Programmed Illusion Trap – a floating platform slides back and forth in between two ledges – it isn’t real.
- Programmed Illusion Trap – Bands of armed thugs carouse in the Inn below the tower – they are not real – however goblins hide under the bar if anyone figures it out.
- Programmed Illusion Trinket – a locket with two images, both of a teenage girl with dark hair, purple eyes, however the one on the left has a freckle under their left eye – pressing on the left portrait causes an illusion to surround them showing the inside of an oubliette with the young girl crying. She looks up at a grate where some gruel is poured and an old man’s voice calls out “eat up princess! Your father’s knights still search for you, one day I may have need of you if he ever refuses my orders!” If you press the right portrait an illusion of an alley way – a teenager stabs a larger man and takes his wallet – she helps up a boy – he calls her Sisk – just before guards pour down the alley and the girl flees.
- Mirage Arcane Trap – a room is filled to the ankles with illusory swamp mud.
- Project Image Trinket – a ring which projects your image to Siska’s throne room unknowingly –
- Simulacrum Trap – a ferret nest with a strange red crystal loop they can pass through – each time it passes it a simulacrum leaves while the original stays behind – roll 1d6 each time on a 1 the lens breaks