- The purpose of this room, including its lead-up, is to set fear of weird traps, then relax that fear by having them be fake. However, the fake traps become real to a frightened character, and might lead to their death
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The muddy tunnel soon hardens to rugged earth then hard stone, making walking far more pleasant. The air around you is slightly colder now, feeling still and lifeless, and you continue for another half-mile. [party leader], you notice a tablet rising inches above the stone floor. A passage is chiseled onto it in old Elvish:
"Our draconic might had once inspired a natural fear in all lesser creatures; such was the hierarchy of our world. We muddled on without power, without sense, and without thought, but in place of these things was fear. We had been reduced to meek creatures, pitifully relying on our basest instincts to survive."
Beyond the tablet, the tunnel continues some sixty feet, where it opens to a larger cavern
- DC 13 perception check spots a tripwire with an electrical current running through it, six inches off the ground. Trodding on the tripwire or failing to disarm it results in 1d10 lightning damage. The wire can be safely cut using a DC 13 thieves' tools check - rubber clamp can secure the wire in place and prevent shock when attempting cut.
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"As you approach the opening, you hear the sound of running water, and smell both saltwater as well as the rot of dead flesh. The narrow tunnel opens to thirty foot cavern in a cylindrical shape. A fifteen-foot river runs through the width of the cavern, rushing rapidly between rocky openings. A bridge made purely from gleaming bronze crosses crosses atop the river in the center of the cavern, five feet wide and fifteen feet long; it seems very out-of-place in this otherwise natural space. Two open doorframes flank either side of the bronze bridge, adorned in various magical runes.
The doorframes perfectly frame an obvious exit on the other side of the cavern. Before the bridge, a rotting body lies facing toward you, clutching its head."
- The cultist died clutching her head, and clearly bears two stab wounder puncturing her leather armor. Under the cultist's tattered robes, she has one hundred twenty four silver, forty eight gold, a masterwork shortsword, two daggers, a set of thieves' tools, potion of magic, potion of greater healing, and two potions of water breathing
- Attempts to investigate the bridge reveal it to be utterly immaculate. Minor transmutation magic covers the bridge, which allows it to keep its sheen. The rocks around the river are slippery, and water that flows under it is saltwater; characters that enter the water may attempt a DC 12 Athletics check to pull themselves up onto the nearest side. Otherwise, in one round, they are pulled into an underground cavern in 1 round, where the ceiling lowers to meet the surface of the river. Any creature swept past this point by the current is trapped in an airless underground channel that deposits them into the underwater chamber. In addition, the creature must make three successful DC 12 Strength saving throw each round or take 1d6 bludgeoning damage for each one, as it is battered around in the chamber.
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- A waist-high tripwire trap (passive perception 12 to spot) is at the threshold of the far exit. Attempting to disable the tripwire or setting it off reveals it to be an illusion.
"As you bypass the tripwire and look on toward the next tunnel, you instead you see an inky black void. Your face is reflected in it, a dark mass of shadow and pitch. The moment you make eye contact with yourself, you see your reflection start to shift. [read fear]"
DC 17 Wisdom Saving Throw
- While frightened by this effect, a creature must take the Dash action and move away from the source of its fear by the safest available route on each of its turns, unless there is nowhere to move. At end of each turn, the target takes 2d10 psychic damage and can re-roll the save. Once passed, they realize the source of their fear is only an illusion.
- If they are afraid, they must make a DC 15 acrobatics check to avoid the tripwire at the entrance, which becomes real in their mind, or take 1d10 lightning damage, fall prone, and have disadvantage against the next saving throw.
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