So I have had an idea for a level 20 one-shot session involving two teams being split up and spread out across one massive arena searching for 5 pieces of a totem to assemble and bring back to a pedestal in order to win. The arena itself has all manner of traps, obstacles, puzzles, encounters, and all sorts of things to stop and slow the competitors down. And that is what I need help with and came here for.
Any ideas for any sort of traps and encounters would be immensely helpful. I prefer something simple but powerful for my own DM-ing organization's sake but will take any suggestions given. No theme or setting is out of bounds here. Anything works as long as its a decent obstacle for a level 20 character that may or may not be on their own. I also want the players to be able to use ALL 6 stats to get out of these encounters, so not just monsters to fight and DEX saves against some bladed traps. Anything from magic glyphs of warding to combat to puzzles to even social encounters. Any advice or suggestions I can get I will take.
The Duel of Faith: fight a creature that can only be harmed by a weapon of the gods + a series of altars to different gods which they can try to use to impress a god enough to give them such a weapon. Alternatively, non-religious character can try to lure the creature into a nearby pit or side room to trap it.
The Anti-Trap: an item is placed on a pedestal surrounded by a circle of obvious glowing arcane runes. Anything magical - i.e. that would be suppressed by Anti-magic field - cannot enter the circle, including worn magic items or creatures under the effects of a spell. Include some mundane insects (noticable with Perception or Survival) passing in & out of the circle as a hint to players about what is going on.
Volcanic Tunnel: a twisty rough hewen (climbable with athletics) passage where the floor is lava and the air is a poisonous gas. The ceiling is covered in spikes, and there is a strong updraft from the lava that will occasionally push fliers into the spikes (Dex saves for fliers). Optional: throw in some elemental monsters to fight.
Demon-eating Lich: two rooms with a magically sealed door between them. One has a coffin with a Lich inside, the other one or more portals to the Abyss and many demons. If the coffin is disturbed the lich wakes, if the lich is attacked they fight and if out numbered or below 50% hp opens the door to the demon room for reinforcements. If talked to the lich will warn the players about the demons which the lich is using as a food source and can be convinced to help defeat the demons.
The Freezer: a room filled with frozen people / monsters, each minute spent in the room deals 3d10 cold damage to the occupants. There is an airlock system of doors such that only 1 door can be open at a time. A single frozen person / creature can be looted by spending 1 minute chopping / melting the item free. Have keys or valuable magic items hidden on the frozen people.
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Hello!
So I have had an idea for a level 20 one-shot session involving two teams being split up and spread out across one massive arena searching for 5 pieces of a totem to assemble and bring back to a pedestal in order to win. The arena itself has all manner of traps, obstacles, puzzles, encounters, and all sorts of things to stop and slow the competitors down. And that is what I need help with and came here for.
Any ideas for any sort of traps and encounters would be immensely helpful. I prefer something simple but powerful for my own DM-ing organization's sake but will take any suggestions given. No theme or setting is out of bounds here. Anything works as long as its a decent obstacle for a level 20 character that may or may not be on their own. I also want the players to be able to use ALL 6 stats to get out of these encounters, so not just monsters to fight and DEX saves against some bladed traps. Anything from magic glyphs of warding to combat to puzzles to even social encounters. Any advice or suggestions I can get I will take.
Thank you for reading!
The Duel of Faith: fight a creature that can only be harmed by a weapon of the gods + a series of altars to different gods which they can try to use to impress a god enough to give them such a weapon. Alternatively, non-religious character can try to lure the creature into a nearby pit or side room to trap it.
The Anti-Trap: an item is placed on a pedestal surrounded by a circle of obvious glowing arcane runes. Anything magical - i.e. that would be suppressed by Anti-magic field - cannot enter the circle, including worn magic items or creatures under the effects of a spell. Include some mundane insects (noticable with Perception or Survival) passing in & out of the circle as a hint to players about what is going on.
Volcanic Tunnel: a twisty rough hewen (climbable with athletics) passage where the floor is lava and the air is a poisonous gas. The ceiling is covered in spikes, and there is a strong updraft from the lava that will occasionally push fliers into the spikes (Dex saves for fliers). Optional: throw in some elemental monsters to fight.
Demon-eating Lich: two rooms with a magically sealed door between them. One has a coffin with a Lich inside, the other one or more portals to the Abyss and many demons. If the coffin is disturbed the lich wakes, if the lich is attacked they fight and if out numbered or below 50% hp opens the door to the demon room for reinforcements. If talked to the lich will warn the players about the demons which the lich is using as a food source and can be convinced to help defeat the demons.
The Freezer: a room filled with frozen people / monsters, each minute spent in the room deals 3d10 cold damage to the occupants. There is an airlock system of doors such that only 1 door can be open at a time. A single frozen person / creature can be looted by spending 1 minute chopping / melting the item free. Have keys or valuable magic items hidden on the frozen people.