Mixed Signals

Straight-forward gaming

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,...

Upon activation, the floor, walls, and ceiling of a particular stretch of dungeon, or a particular room, begin seeping an impossibly sticky glue. The characters are trapped, unless hovering or flying.

Characters must make Strength or Saving Throws to move, and will require 1d4 of them to clear...

The party comes upon a yawning chasm. On either side are rows of very wide and tall pillars reaching up to the shadows of the cavern roof. One of the pillars appears to have fallen over from one side of the cataract to the other, and can now act as a bridge. The pillar is wide enough that crossing...

Icicles hang tenuously from the ceiling. A failed Dexterity save knocks 1d20 icicles loose. They fall to the ground and shatter, creating a frosty mist that refreezes in the nasal passages and lungs, causing 1d6 damage for 1d4 rounds until melted.

The ice particles melt in 3 minutes.

A su...

Often used to protect something, this trap appears as the bust of a large person or god, made entirely of stone. It will radiate magic, if looked for. The bust only shows this figure from the waist up, but it is nonetheless gigantic. Its head is raised to the ceiling or sky, while its hands clenche...

The walls and ceiling here are covered in metal plates, with intricate carvings and reliefs depicting terrible rites by some lunatic cult. At the GM's discretion, there might be clues in the reliefs, or there might be bodies here, burned into a charcoal state.

Either way, upon triggering, the...

The floor here is not paved, but covered in dirt, gravel, and sand. As characters walk, 1d4 of them must make a Dex or Saving Throw, or be caught in fast-moving dry quicksand. Characters have just 1-2 minutes (50-50% chance) to find some way out.

Magic might help. A long pole which extends beyo...