Mixed Signals

Straight-forward gaming

Last year, I read through a bunch of books published by Wizards of the Coast, and I wrote reviews about them which I scheduled to publish throughout 2023. I did this because I was reading the books in preparation for some 5e games. I've still got two 5th Edition games running as I write this blog po...

At the time of writing, Wizards of the Coast has just held a "summit" for D&D "influencers" and publishers. The event was well covered by Enworld and some Youtubers. I understand that it's in the spirit of reconciliation to take WotC at its word, to believe that they're sorry for what they attempt...

An apparently classic snake pit. You know the drill: something triggers a trap door, or the floor was illusory all along -- whatever it takes to get a player character down a pit filled with spikes and snakes.

Roll 1d6 for the number of spikes landed on and give out 1d4 damage per spike.

Pl...

A lever to open a door is in a small recess of a wall. If a player reaches into the recess to pull the lever, clamps quickly close to ensnare them at the wrist.

A rogue can disable the trap DC 15 (DC 25 if attempting to disable with one hand caught in the trap). Otherwise, brute force DC 15 fo...

A precious chalice is fastened to an altar. There are controls to release the chalice from its fasteners. It takes DC 18 Disable Device or DEX check to disarm.

The bad news: no matter what, when the chalice is released, so is a boiling oil trap.

The good news: players get to c...

An illusory pile of treasure (**true sight** and similar negates) conceals a pressure plate which, when pressed, erects a 5 ft square glass box. The glass chamber's floor is made of coal and sulfur and catches fire, dealing 1d4 damage each minute for the first 10 minutes, then 2d4 for a minute. I...

A hallway with a floor consisting of millions of pins and needles. Anyone with even nominally protective footwear can safely tread on the array of pinpoints without injury (bare feet take 1d4 damage each step).

However, a successful Perception check DC 10 notices that each time pins in the flo...

An anvil, atop a stone, has a sword stuck into it.

There is a plaque beside it that reads "Whosoever pulleth out this sword from this stone and anvil is the trueborn king of the realms".

Removing the sword requires a Strength check 20. If a player successfully pulls the sword from the stone...

Upon activation, 1d4 characters in the party must make a successful Saving Throw, or be struck with total amnesia. Said characters will not remember who they are, how they got here, or who anyone else is. They won't remember their skills (including any magical spells), nor how to use any specialize...

What appears to be an expensive and rare tapestry on the wall is actually a spring-loaded weighted panel.

A simple tripwire before the tapestry releases the panel for 1d12 bludgeoning damage to anyone within its reach. Its reach is 15ft (3 squares).

A bronze statue of a beast of some kind, or a person, stands on a stone pedestal, where the type of creature, or the name of the person, is written in carved letters.

Anyone who touches the statue switches places with the beast or NPC it depicts (no Saving Throw); the beast or NPC becomes real,...

A rotating wall sweeps a player to a hidden, randomized mini-dungeon. (This may force the party to split, so either treat this as a series of encounters rather than a dungeon by actively discouraging exploration, and driving the player through the space to rejoin the party, or else alternate betwee...

The characters enter a section of corridor, or a room, where roots and vines are growing through the stones. Upon activation of this magical trap, the entire area fills with animated roots covered in long thorns.

Characters must make a Saving Throw vs. Magic, a Dex roll, use acrobatic skills, e...

Upon activation, 1d4 characters in the party, at random, must make a Saving Throw vs. Magic, or be hit by a beam of light that causes them to shrink to the size of an average person's thumb!

The character's weight, strength, clothing, armor, weapons (along with associated damage), and all ot...

Upon activation, the flagstones in a particular area reveal themselves to be the tops of huge stone pistons that begin pumping up and down randomly, slamming into the ceiling. There is a one-second delay between piston strikes, allowing characters to navigate between the madly firing stone pillars,...

Three potions on a shelf, each with effects that last until you physically exit the current dungeon.

From left to right:

  1. Shrinks you by one category

  2. Changes your alignment to Chaotic evil

  3. Reduces CON -4

Fortunately, they are clearly labeled.

Unfortunately,...