Naughty & Nice | Free 5e and PF2e Trap

Naughty & Nice | Free 5e and PF2e Trap

Written by Hana the Lorekeeper

As winter festivals occur across the land and winter’s touch is felt as a gentle caress (or a punch to the nose), dungeon-delvers must be prepared to face threats that match the season. Consider using traps that range from festive and whimsical to something that will freeze characters solid.

The Naughty & Nice trap can be used both for humorous and dramatic effect. An evil-aligned, charlatan-type character that attempts to pass themselves off as a lawful good character can very easily be exposed with this trap, leading to a confrontation within the group. There can also be a huge in-game debate if the party’s recent murderhobo-ing would make them “Naughty” that ends with everyone at the table having a good laugh about the situation. GM discretion is necessary when placing this trap, as it might not be appropriate for the table’s mood.

Versions for both 5e and Pathfinder 2e are included.

If you're looking for more traps like this or other 5e and PF2e resources, check out our entire collection of Lair Magazine issues. This particular trap came from the Lair Magazine December 2023 issue, Festivities & Famine, where you can find even more chilling traps to trip up your players!

Naughty and Nice - 5e

Magical trap (Simple trap, any level, setback)

Description. Before the party are two doors labeled “Naughty” and “Nice.” A sign between them reads, “The halls know who you are; choose wisely.” To advance, each person must choose a door to pass through. Opening both doors reveals that the hallways emerge in the same location. A creature must go down the hallway corresponding with their alignment to avoid the trap’s ill effects.

Trigger. The trap is triggered when a creature steps into a hallway. Teleportation magic, such as misty step, still triggers the hallway’s effects; however, creatures on the ethereal plane are immune to this trap.

Effect. The moment a creature steps into one of the hallways, their name appears on a scroll at the rear of each hallway; their name appears in black if they stepped into the nice hallway and red if they stepped into the naughty. When this happens, the creature must make a Charisma saving throw (DC = 10 + 1/2 character level, rounded down). On a failure, the following happens depending on which hall the creature entered:

  • The creature feels a supernatural compulsion to be kind and must make a Wisdom saving throw (DC = 10 + 1/2 character level, rounded down) whenever attempting a hostile action (the game master decides what is hostile, but it may include attack rolls, deception, intimidation, etc.) or they lose that action.
  • The creature feels a supernatural compulsion to be cruel and must make a Wisdom saving throw (DC = 10 + 1/2 character level, rounded down) whenever attempting a kind action (the game master decides what is kind, but it may include healing, good-faith negotiation, paying a shop keeper fairly, etc.) or they lose that action.

These effects subside one week after the trap is activated if no other intervention is made.

Countermeasures. Casting dispel magic (DC 18) disables one hallway for 1 hour. Alternatively, a character can attempt a DC 15 Dexterity (Sleight of Hand) check to attempt to change their name on the scroll, which immediately ends the effect. Finally, lesser restoration or similar magic will remove the effects, regardless of what is done to the scroll.

Naughty and Nice - Pathfinder 2

Hazard 0

Magical Trap

Complexity Simple

Stealth DC 19

Description Before the party are two doors labeled “Naughty” and “Nice.” A sign between them reads, “The halls know who you are; choose wisely.” To advance, each person must choose a door to pass through. Opening both doors reveals that the hallways emerge in the same location. A creature must go down the hallway corresponding with their alignment to avoid the trap’s ill effects.

Disable DC 16 Arcana or Religion will reveal how to confuse the trap so it can’t write the correct name on the scroll. Alternatively, casting dispel magic will disable the hallway for one hour. Finally, casting restoration will remove the effects early.

Alignment Check [reaction] Trigger The trap is triggered when a creature steps into a hallway. Teleportation magic still triggers the hallway’s effects; however, creatures on the ethereal plane are immune to this trap. Effect The moment a creature steps into one of the hallways, their name appears on a scroll at the rear of each hallway; their name appears in black if they stepped into the nice hallway and red if they stepped into the naughty. When this happens, the creature must make a DC 15 Will save. On a failure, the following happens depending on which hall the creature entered:

  • The creature feels a supernatural compulsion to be kind and must make a DC 15 Will save whenever attempting a hostile action (the game master decides what is hostile, but it may include attack rolls, deception, intimidation, etc.) or they lose that action.
  • The creature feels a supernatural compulsion to be cruel and must make a DC 15 Will save whenever attempting a kind action (the game master decides what is kind, but it may include healing, good-faith negotiation, paying a shopkeeper fairly, etc.) or they lose that action.

These effects subside one week after the trap is activated if no other intervention is made.

Get More 5e and PF2e Resources!

If you're a busy game master looking to reduce your prep time--but still run amazing games your players will love--Lair Magazine has you covered. Every month my team and I create a new issue packed with GM resources such as adventures, puzzles, traps, encounters, maps, and more. What's more, it comes for both 5e and Pathfinder 2e.

For instance, Festivities & Famine, contains two short adventures, two full-length adventures, traps, world events, and seasonal events.

Lair Magazine Bundle: Issues 34-36

Of course, with Lair Magazine Bundle: Issues 34-36, you'll get Festivities & Famine and two other issues: Luna & Lycan and Fiends & Flames, nearly 200 pages of 5e and PF2e GM resources!

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Now, if you're on a budget, we totally understand. That's why we also offer loads of free 5e resources for folks. Just sign up for the DM Lair Newsletter to instantly get access to our entire library of free 5e resources. We'll also send you new resources every week!

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