![]() An adventurer who is traveling at normal pace (not running) should be given a DC 15 Wisdom (Survival) check, which is enough to recognize the danger. I looked to Pathfinder’s Core Rulebook for some ideas on how to use quicksand in my D&D 5e game.Ī patch of quicksand will usually appear solid and might even be covered with debris. Magical hazards (or technological hazards such as radiation) are often leftover effects from spells or experiments gone wrong.A living hazard is different from a monster as it usually can’t do much more than mess with the players somehow like a fungi releasing spores.Natural hazards present players with survival challenges as the environment itself is trying to kill them such as floods, landslides, and cave-ins.If you have a rogue with high perception who finds all your traps, try a magical trap.Ī hazard is a location based threat that is similar to a trap. Traps can be mechanical or magical, so you should also think about who would have set the trap and why when placing it in your adventure. Traps should serve a purpose such as preventing intruders from progressing, protecting treasure or hunting. What are Traps and Hazards?Ī trap is commonly found in a dungeon, but can be set along a forest path, in a home protecting valuables or anywhere. Some of these I have included in previous articles, but I thought collecting them in one place would be handy. The D&D 5th edition Dungeon Master Guide and the published adventures provide us with a limited number of traps and hazards, but I thought this collection might be interesting too. This week on the Campaign Trail I wanted to share some traps and hazards I have used in my campaigns. The world your players are exploring should be filled with dangers other than monsters.
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