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Ayleid Traps


After the Alessian Rebellion in the early years of the First Era, the Ayleid cities were abandoned and left to deteriorate over time. These impressive architectural structures were amazing feats that displayed breadth of Ayleid engineering and magic. Regardless of small settlements or massive, labyrinthine cities, many of the creations of the Wild Elves remain active to this day.


Well known for their use of sky stones and alteration magic, the Ayleids placed incredibly long-lasting security systems throughout the structures. These enduring traps make the ruins especially dangerous places to navigate.


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Using Ayleid Traps

When running adventures set in Ayleid ruins, the heroes are likely to come across one or more of these traps, which range from minor setbacks to deadly strikes. Most ruins have at least one trap set up, which are often used to protect important areas within the ruin.


Each trap gives a brief description of it and describes the threat level, which can be used as a quick guide to determine how challenging they might be for an adventuring party. What activates or triggers the trap is listed, along with a description of what happens when it is triggered.


Countermeasures list ideas of how a trap can be detected or even avoided. Creative players might come up with other possible ways to navigate the threats, and the DCs included can be used as a guide for creating new countermeasures.

Finally, tips on how to use the traps, such as where to place them or what kinds of alterations could be made to make the traps to change the difficulty. It’s even possible to combine several traps together to make even deadlier encounters.

Use discretion when placing traps within a ruin. It can be tempting to litter an adventure with plenty of traps to challenge the heroes, but this can lead to the players becoming overly cautious and can slow down play at the table. Adventures that use traps as the main threat can be a lot of fun, but it should be made well known that this is a special circumstance related to the specific quest, rather than a common circumstance.


Ayleid Spike Pit

Simple trap (level 1–4, deadly threat)

One of the incredible feats of Ayleid architecture, and the traps within, is the ability to quickly move large amounts of stone. Ayleid spike pits are easily recognized, as they have a large grid pattern of circular holes in the centre of the stone floor. Once activated, the stone floor quickly drops, and deadly spikes shoot up through the strategic holes.

Trigger. When a creature steps on to the trap it rapidly falls, piercing anyone still standing on the floor with the spiked trap.

Effect. Each creature on the 10-foot square trap when it is triggered must make a DC 15 Agility saving throw, taking 7 (2d6) bludgeoning damage and 13 (3d8) piercing damage on a failed save.

Once triggered, the trap takes one round to reset itself, slowly moving back into position and being able to be triggered again on the following round.

Countermeasures. The grid pattern on the floor is obvious to any creature that can see it. A successful DC 13 Willpower (Perception) check reveals a 10-foot square outline. A successful DC 13 Intelligence (Investigation) check reveals that this appears to be a trap, indicating where it is not safe to step. A successful DC 15 Agility check using thieves’ tools disables the trap.

Placement. These types of traps are typically found in rooms that funnel intruders onto the trap to delve deeper into the ruin. A 10-foot square trap can be avoided by many adventurers, whereas a 15-foot square trap becomes more difficult.

The grid pattern of holes is an easy giveaway for these kinds of traps, making them easy to spot. If one has been triggered, adventurers usually become keen to spot these in the future. Light debris on the floor, a thick fog, or combining the trap with a gas trap can hide the recognizable holes.


Crumbling Bridge

Simple trap (level 5–10, moderate threat)

Many of the ancient Ayleid ruins found throughout Cyrodiil have begun to deteriorate over time. This is usually more obvious outside, where weather has played a direct role, but the interior of the ruins suffer from the same fate. Many of the finer structures inside, including bridges, mezzanines, and raised passages are ready to fall at any moment.

Trigger. When at least 300 lbs moves onto or is placed on the bridge (about 2 medium sized creatures).

Effect. A 10 foot long section of the bridge crumbles under the excess weight and collapses. Each creature on the collapsed section of the bridge must succeed on a DC 15 Agility saving throw or fall with the rubble. The creature takes 9 (2d8) bludgeoning damage, and an additional 3 (1d6) bludgeoning damage for every 10 feet they fall. A creature that makes this save safely moves to one side of the bridge (their choice) before the collapse. If the bridge trap is 20 feet long or longer, the creature can only move to the side they started from.

Countermeasures. A deteriorated bridge can be detected with a DC 14 Willpower (Perception) check. A successful DC 12 Intelligence (Investigation) check reveals what triggers the bridge to collapse, the length of the trap, and that there is no clear way to prevent its collapse without major reconstruction.

Placement. Crumbling bridge traps usually lead somewhere important, or are the easiest path of travel to get to the heroes destination. They are typically 10 feet long and 20 feet above a lower level. The trap can be as long and as high as makes sense. Sometimes they are above a room filled with water. Regardless, there is typically another way to get to the other side, usually forcing the heroes to travel deeper into the ruin.

They can be used as a way to divert travel, or create a shortcut for clever or high level adventurers. If the crumbling bridge is 10 feet long, and could be jumped across by most characters. At 20 feet long, it would require another means to cross to the collapsed distance.


Dark Welkynd Stone

Simple trap (level 5–10, moderate threat)

The Ayleids would use these black welkynd stones as security around restricted passages and important areas. As with other ancient Ayleid magic, many of these crystals still work to this day. The stone magically floats above a pillar and glows violently red before releasing powerful destruction magic at creatures that get too close.

Trigger. When a creature moves within 30 feet of the crystal.

Initiative. This simple trap takes turns as a creature does and continues to make attacks as long as a creature is within range. The trap acts on initiative count 20. If a second dark welkynd stone is within 60, that trap acts on initiative count 10.

Effect. The trap makes an attack against the triggering creature. The attack has a +8 attack bonus and deals 11 (2d10) force damage. This attack can’t gain advantage or disadvantage.

Countermeasures. A successful DC 15 Willpower (Perception) reveals that the crystal is sturdily kept in place by magic. A successful dispel magic (DC 15) cast on the stone temporarily disables the trap for 1 hour.

The stone can also be knocked free from its magical hold. The stone has an AC of 14 and if a creature deals 20 damage from attacks in a single turn, the stone falls harmlessly to the ground and the magic ends.

Placement. Entrances or stairs that lead to important passages, altars in an Ayleid ruin are a good place to include dark welkynd stones. Combining two on either side of the passageway is a common way to increase the threat. These crystals can also be used to protect altars or reliquaries.


Falling Blades

Simple trap (level 5–10, dangerous threat)

Long corridors weave through Ayleid ruins. The sound of blades pounding against the white stone floors echo down the halls. Several rusted blades rise and fall, making passage through the tunnel a deadly game.

Trigger. This trap is always active.

Effect. A creature that passes through the trapped corridor must make three DC 13 Agility saving throws, one for each blade, taking 6 (1d12) slashing damage for each failed save.

Countermeasures. The falling blades are in constant motion and can’t be stopped. A successful DC 13 Willpower (Perception) check reveals that the blades pause momentarily after they fall and when they reset. A creature who succeeds on this check gains advantage on saving throws while moving through this trap as they dodge and hurdle over the blades.

Placement. Falling blade traps are usually found in corridors and narrow bridges, forcing adventurers to navigate the trap to move further into the ruin. Removing or adding falling blades can change the difficulty, and combining falling blades traps with a crumbling bridge trap can add complications to journeying beyond the trap.


Gas Trap

Simple trap (level 1–4, moderate threat)

Once inside the room or area with a gas trap, nozzles in the floor or walls begin to release noxious gas.

Trigger. When a creature enters the trapped room or comes within 30 feet of the trapped area, the trap triggers.

Effect. Any creature that moves into the gas or starts their turn there must make a DC 10 Endurance saving throw, taking 7 (2d6) poison damage on a failed save. The gas continues to release, but vents in the floor prevent the gas from leaving the area. After 30 minutes with no creatures in the trapped area, the gas dissipates.

Countermeasures. A successful DC 10 Willpower (Perception) check reveals the trap. A successful DC 10 Intelligence (Investigation) check reveals that the gas trap can’t be turned off, but it could be stuffed with material to slow or stop the gas from coming out. A roll of 15 or higher reveals that the gas is lessened at the edges of the room. Moving along this edge reduces the damage taken by half.

Placement. Gas traps are used as pest control and to deter intruders from moving further into the ruin. Treasure is often placed into a room with a gas trap to lure treasure hunters into them.


Rising Floor Trap

Simple trap (level 5–10, dangerous threat)

Hidden in the patterns of the stone floor, these unexpected magical wonders lift thousands of pounds of stone quickly to crush unsuspecting intruders.

Trigger. When a creature steps on to the trap it rapidly rises, crushing anyone still standing on the floor against the spiked ceiling.

Effect. Each creature on the 10-foot square trap when it is triggered must make a DC 14 Agility saving throw, taking 7 (2d6) bludgeoning damage and 10 (3d6) piercing damage on a failed save, or half as much bludgeoning damage and no piercing damage on a successful one.

Once triggered, the trap takes one round to reset itself, slowly moving back into position and being able to be triggered again on the following round.

Countermeasures. A DC 13 Intelligence (Investigation) check reveals the outline of the trapped floor, faint dried blood in the center of the trapped floor, and iron spikes can be seen poking out from a recess in the ceiling. A successful DC 15 Agility check using thieves’ tools disables the trap.

Placement. Rising floor traps can usually be found in the pathways of large rooms, leaving very little chance to avoid the trap without knowledge of its existence. Typically, only one 10-foot square trap is found in the centre of a room. The traps can be as small as a 5-foot square, or even as large as a 20-foot square. These traps can also be chained together, causing an adjacent trap to trigger when the first one is avoided.


Spiked Grate

Simple trap (level 5–10, dangerous threat)

At the end of a long, narrow hallway sits a metal grated barrier, with spikes protruding from both sides. The grate sweeps across the corridor, not only impeding any travel, but pushing back intruders.

Trigger. When a creature stands on the stone floor at the centre point of the grate’s path, the trap is triggered.

Effect. A creature that is struck by the grate must make an Agility saving throw, taking 16 (3d10) piercing damage on a failed save, and half as much on a successful one. Any creature struck by the grate is pushed with the grate until it stops. The grate has spikes on both sides and a creature must make this save if the grate strikes them in either direction of travel.

Initiative. This simple trap takes turns as a creature does. The trap acts on initiative count 20. The grate moves up to 60 feet in one direction, following its track, on its turn. The first time it is triggered, it moves toward the end of the track. Once it makes its way to the end, it uses its next turn to move back to the beginning of the track. Once triggered, it repeats these actions as long as at least one creature stands on the stone floor beneath its track.

Countermeasures. A successful DC 12 Willpower (Perception) check reveals a track in the ceiling that leads to the spiked grate. A roll of 16 or higher reveals if there are locations along the path that could avoid the grate, such as alcoves, railings that can be balanced on, or other safe locations. A creature that attempts to balance on a railing must succeed on a DC 10 Agility saving throw or fall. If the creature falls, there is a 50 percent chance they fall in the path of the grate.

Placement. Spiked grates are typically found on raised platforms or long bridges, but they can also be used in narrow, walled hallways. They can be of any length, but are usually 60 feet long.

Bridges and raised platforms have railings and two alcoves, one on either side of the passageway at the mid point. Walled hallways do not have railings, but also have alcoves at the midpoint. A creature standing in the alcove is out of the traps parth, but they can hold only a single medium sized creature.

Swinging Blades

Simple trap (level 5–10, dangerous threat)

Some narrow arched corridors within Ayleid ruins are decorated with vertical openings—the sign of a swinging blade trap.

Trigger. Kept in perpetual motion, this trap is always activated.

Effect. A creature must make a DC 13 Agility saving throw for every 10 feet they travel through the 5-foot wide trapped passage. The creature takes 6 (1d12) slashing damage on a failed save, or half as much damage on a successful one. Creatures who have advantage on the saving throw take no damage on a successful save.

Countermeasures. The swinging blades are in constant motion and can’t be stopped. A successful DC 15 Willpower (Perception) check reveals that sometimes the blades get stuck momentarily. A creature who succeeds on this check gains advantage on saving throws while moving through this trap.

Placement. Usually a swinging blade trap is a minimum 20 feet long, but these traps can extend as long as needed, and can wind around corners. For longer trapped corridors, creatures can gain advantage if they move half their movement speed. A creature that has advantage and succeeds their saving throw can move the next 10 feet without requiring another saving throw.


Swinging Flail

Simple trap (level 1–4, moderate threat)

Suspended precariously from the ceiling, these metal spiked balls are attached to long chains. A pressure plate or tripwire releases the large weapons, which swing down to strike intruders as they move through the ruins.

Trigger. Stepping on the pressure plate or walking through the tripwire triggers this trap.

Effect. When activated, this trap makes one attack against the triggering creature. Each attack has a +8 attack bonus and deals 6 (1d12) bludgeoning damage on a hit. This attack can’t gain advantage or disadvantage.

Countermeasures. A successful DC 12 Willpower (Perception) check reveals the flail chained to the ceiling. A successful DC 15 Willpower (Perception) check or Intelligence (Investigation) check reveals the pressure plate on the floor. A successful DC 12 Agility check using thieves’ tools disables the trap.

Placement. Swinging flails are usually hung in strategic areas, where the ceiling has less visibility: at the tops of staircases, ramps, around corners, or other places where a higher ceiling might be hard to see. A single flail is a good way to deter treasure hunters, but chaining two or three together can fend off adventuring parties. If multiple flails are part of the same trap, each additional flail makes an attack roll against a creature that is within 5 feet of the triggering creature. If there are no other creatures nearby, each flail attacks the triggering creature.


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