Subrace#5491

0 Gold
Puzzle
Match the Mirror
The reflection shown in the mirror in this room isn't right. There's an extra object, or an object missing (or even an extra person!). The players need to find the missing object, and place it in the right spot in the mirror to pass.
Traps and Puzzles - Card By: MajorVictory

Subrace#5492

0 Gold
Puzzle
Puzzling Potions
A table with identical potions on it sits on a far wall, one for each party member. The first player to drink one gets a full heal, and may apply +2 to any stat they wish. Any other players who drink them must take a -2 to their highest stat and immediately go to 1 HP.
Traps and Puzzles - Card By: MajorVictory

Subrace#5493

0 Gold
Puzzle
The Chair
A lone chair sits in the center of the room. A player must sit on it and stay there to open the door to the next room. In the second room, similar chair exists with a large metal spike on the seat. A player must sit on this chair (1d4 piercing) to allow the previous player through the doorway.
Traps and Puzzles - Card By: MajorVictory

Subrace#5494

0 Gold
Puzzle
20 Seconds of Hell
In the center of the room is a pedestal. On the pedestal is a container of purple bubbling liquid with inscriptions of weapons on the edge and an arrow pointing inward. In the center of the liquid pool is a large flat obvious button. When pressed, a timer of 20 seconds appears on the wall above the next door. The room becomes more ominous every 5 seconds as the timer ticks down. When it reaches 0, nothing happens and the door opens.
Traps and Puzzles - Card By: MajorVictory

Subrace#5495

0 Gold
Trap
Thieve's Floor
A random tile in the floor is a false tile. When the players foot falls in they find spikes pointing downward towards their foot. If they pull their foot out quickly they take 1d4 piercing damage. If they remove their foot slowly, they take no damage.
Traps and Puzzles - Card By: MajorVictory

Subrace#5496

0 Gold
Trap
Antigrav Spike
The players encounter a pit. At the bottom of the pit is a pile of gold. Above the pit are spikes on the ceiling and a rope tied to them dangles down to the gold. The pit has reverse gravity on it and the rope has it as well making it appear to hang properly. Any player who uses the rope will fall upwards onto the spike and take 2d6 piercing damage. The gold at the bottom is an illusion. The players must jump across the gap.
Traps and Puzzles - Card By: MajorVictory

Subrace#5497

0 Gold
Trap
Green Slime Pit
An illusion covers the entrance to a 30' pit where green slime covers the bottom.
Traps and Puzzles - Card By: MajorVictory

Subrace#5498

0 Gold
Trap
Knock for a Knock
The players encounter a simple locked wooden door with a knocker on it. Using the knocker triggers a large wooden log to burst through the door and deals 1d6 damage for each time the player knocked on the door. DC 16 Dex save to take half damage and be pushed back 10 ft. Unlocking the door results in the door being audibly locked again from the inside. If a player attacks the door, they trigger the trap at 2d6 damage.
Traps and Puzzles - Card By: MajorVictory

Subrace#5499

0 Gold
Trap
Fake Traps
The loose tile the players think is a pressure plate is actually a loose tile with gravel under it.

The obvious button on the wall is just a loose brick with no immediate purpose.

The pit they see is only painted onto the floor.
Traps and Puzzles - Card By: MajorVictory

Subrace#5500

0 Gold
Trap
Thinking with Portals
A pit trap with a teleporter at the bottom that brings you back to the top, keeping momentum.
Traps and Puzzles - Card By: MajorVictory

Subrace#5501

0 Gold
Puzzle
The Mouthy Door
A door knocker sits on a fancier-than-normal door. It is missing the ring to knock with. Players must find a substitute item to replace the empty right with.
Traps and Puzzles - Card By: MajorVictory

Subrace#5502

0 Gold
Puzzle
Seesaw Guardian
A seesaw set up with a key hanging from a string above one end. The players need to apply twice the force to the non-key end compared to the key end. This key can then be inserted into the back of a mechanical golem that is trying everything within its power to stop the party from getting the key (ie. pushing players off the seesaw, applying it's weight to the wrong end).
Traps and Puzzles - Card By: MajorVictory

Subrace#5503

0 Gold
Puzzle
Musical Doorway
A doorway with a small section of sheet music written upon it and a series of pressure plates next to it. There are four plates each one has a symbol on it; a Sword, a Shield, a Skull, and a Diamond. The music on the wall spells the word "dead" in musical notes. The players must trigger the Skull plate to progress. All other plates will deal 1d4 Lightning damage.
Traps and Puzzles - Card By: MajorVictory

Subrace#5504

0 Gold
Puzzle
Self Tightening Rack
A torture rack with a man stretched out upon it is on the far side of the room. Every time the party gets closer to the rack it tightens and he lets out an audible scream in pain. The players must find a way to remove the man from the rack without stretching him too much.
Traps and Puzzles - Card By: MajorVictory

Subrace#5505

0 Gold
Puzzle
One Way Hall
A hallway that ends in a dead-end. Turning around shows a new brick wall sealing you into the hallway. On the wall is the inscription, "Keep your eyes on the wall.". The players must face the brick wall and walk backwards to progress.
Traps and Puzzles - Card By: MajorVictory

Subrace#5506

0 Gold
Puzzle
Blood Wall
The party enters a room with a stone wall and a locked door. The wall has a riddle engraved in it; "The key is found within your head, use the key to paint me red, be aware of what you spurn, for what you give shall be returned." The party must use blood and smear it on the wall (where they get it from is up to them), and a duplicate of what the blood came from emerges out of the wall. The party must fight and defeat the duplicate to unlock the door.
Traps and Puzzles - Card By: MajorVictory

Subrace#5507

0 Gold
Puzzle
The Dark Hallway
The hallway leads into pitch-blackness, an inscription on the wall reads, "Life leads us down dark paths, but sometimes that is necessary to see the light."
The players must put out any sources of light and players with darkvision must close their eyes to progress.
Traps and Puzzles - Card By: MajorVictory

Subrace#5508

0 Gold
Puzzle
Make Me Talk
A magical talking door insults the party and they must get the door to speak the password to open.
An inscription above the door reads "Could, Should, and ..."
The players must trick the door into saying "would" or a similar sounding word.
Traps and Puzzles - Card By: MajorVictory

Subrace#5509

0 Gold
Puzzle / Trap
Sedusa Medusa
In the center of the room are two statues, a human looking over his shield and opposite him a medusa. Around his neck is an obvious key, it is the key to the next room.
Blocking line of sight of the soldier to the medusa revives him. He will offer the key in exchange for someone swapping places with him to hold the shield, if the shield moves too far, the medusa comes back to life.
Traps and Puzzles - Card By: MajorVictory

Subrace#5510

0 Gold
Puzzle / Trap
The Greatest Weapon
A room filled with weapon racks filled with various swords and weapons. A statue of a knight stands near the door, arms outstretched, on his chest is a plaque that reads, "Bring to me the greatest weapon, that kings covet, puts warriors to ruin, and ends all battles."
Among the swords is an olive branch wrapped around a sword. The players must place the olive branch in the knight's hands. Any other weapon will turn into an animated weapon they must fight.
Traps and Puzzles - Card By: MajorVictory

Subrace#5511

0 Gold
Puzzle / Trap
Prismatic Hallway
A long hallway with a beautiful mural along one wall inset with colored gemstones. Along the opposite wall are candles that burn with corresponding colors, but in the wrong order.
The players must put the candles in the correct order or face a wall of discordant colors that deals 4d6 Radiant damage if touched.
Traps and Puzzles - Card By: MajorVictory

Subrace#5512

0 Gold
Puzzle
Perspective of Matter
The players enter a large, open room with 8 pressure plates surrounding a pile of rubble in the center of the room. The rubble will rise up and spell a word in common that is only visible from the pressure plate it was triggered.
The words are: 1. River, 2. Mist, 3. Cloud, 4. Dew, 5. Ice, 6. Snow, 7. Lake, 8. Ocean.
The players must guess the theme, "Water" and pour water into a bowl near the exit to progress.
Traps and Puzzles - Card By: MajorVictory

Subrace#5513

0 Gold
Trap
Box of Spiders
Above the door, someone has placed a box full of spiders. Anyone within 10 ft of the door gets 1d6 spiders on them.
DC 14 Con save or take 1d4 Poison per spider on the player.
Traps and Puzzles - Card By: MajorVictory

Subrace#5514

0 Gold
Trap
Dead Snakes
A box of dead snakes falls on the players. Nothing else happens.
Traps and Puzzles - Card By: MajorVictory