You Break It, You Buy It


 

An abandoned keep has a sign out front that reads, “Careful, objects inside are easily broken”.

Magical Trap

Damage to objects inside the keep also damage the target.

A target that enters that keep must make a DC 13 Wisdom saving throw. On a failure, for the next hour, any damage done to the keep or to an object within the keep also damages the target. The target takes half the damage.

An aura of abjuration can be detected on the keep with  detect magic or a successful DC 14 Intelligence (Arcana) check.

Dispel magic or a successful DC 16 Intelligence (Arcana) check dispels the abjuration effect, and also ends any ongoing effects on a target; the damage taken, however, remains.

 

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Falling Casing


 

A wooden door opens into the next room.

Mechanical Trap

When the door opens, the top part of the casing slides down, and nails pop out of the front.

A DC 14 Intelligence (Investigation) check notices that the top casing on the door does not seem securely attached and has several holes in it. If this is investigated, the top casing is shown to slide easily up and down, and is quite heavy.

When the door opens, the top casing slides down. Targets that are opening the door and walking through must make a DC 12 Dexterity saving throw, or take 1d4 bludgeoning and 1d4 piercing damage.

The casing can be easily avoided after this. The door opener, can also open the door and wait and then move under it. The trap can be disabled with a successful DC 12 Dexterity check with thieves’ tools by hammering small shims into the sides.

 

 

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Arcane Tome


 

A large, leather-bound tome sits open on the desk.

Magical Trap

The tome confuses any who read it.

The script on the pages depicts complicated formulas and equations. A target that reads it must make a DC 14 Wisdom saving throw or become confused for 1 minute.

An aura of enchantment on the book can be detected with detect magic or a successful DC 16 Intelligence (Arcana) check.

Dispel magic or a successful DC 16 Intelligence (Arcana) check dispels the enchantment. Once the enchantment is dispelled, the book is worth 100gp to the right collector.

 

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Split Door


 

A wooden door opens into the next room. The tiles are broken around the door.

Mechanical Trap

The bottom 6 inches of the door is not attached to the door, and is a rigid, little wooden wall.

A DC 13 Intelligence (Investigation) check reveals that the seam in the wood at the bottom of the door is actually the division between the two.

If the door is open, it requires a DC 12 Wisdom (Perception) check to notice the 6 inch plank of wood.

A target that opens the door and immediately moves through it uses the Intelligence (Investigation) check.

Creatures may traverse the door with a DC 5 Acrobatics check. If they fail, they trip and fall prone. This check is at disadvantage unless the wood has been noticed.

A creature may spend an action to remove the wooden plank.

 

 

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Illusionary Rung


 

A set of iron rungs are set into the wall, forming a ladder.

Magical Trap

One of the rungs is an illusion and does not exist.

A DC 16 Intelligence (Investigation) check reveals that the light reflects slightly differently off of one rung than the others.

If the rung is traversed, the target must make a DC 14 Dexterity saving throw or fall, taking 2d6 falling damage.

If the rung is inspected, then the climb check that has the run in it’s movement is at disadvantage.

An aura of illusion on the rung can be detected with detect magic or a successful DC 14 Intelligence (Arcana) check.

Dispel magic or a successful DC 14 Intelligence (Arcana) check dispels the illusion. This causes the rung to disappear. The disadvantage on the climb check still applies.

 

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Sticky Floors


Here is another installment of exTRAPaganza, our Thursday over-the-top trap series. 

The floors in this dungeon are slightly sticky.

For 1 hour after leaving the dungeon, unless a target’s shoes and/or feet are cleaned thoroughly, skill checks to track the party are at advantage. Also, the substance attracts normal predators, causing them to track and attack the party.

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Dice Tower Door


 

The hallway slopes up to a wooden door.

Mechanical Trap

The door slides up into the ceiling. When opened, caltrops tumble out into the hall.

A DC 14 Intelligence (Investigation) check reveals several small scratches in the floor, clustered more densely near the door.

The door is spring loaded, so when it is lifted, it opens all the way. When it is opened, all targets within 15 feet of the door must make a DC 14 Dexterity saving throw or take 4d4+4 piercing damage from the caltrops tumbling out of the door. Targets further away can easily avoid the caltrops.

Once the caltrops have spilled out, the entire hallway becomes difficult terrain. Creatures may move at half-speed. If they move faster than half speed, they must succeed on a DC 12 Dexterity (Acrobatics) check or take 1d4+1 piercing damage, and have their moved ended.

The door can be rigged to be opened remotely with rope and a piton or something else. This requires a DC 12 Dexterity check. Once the caltrops spill out, they can be brushed aside. Each 5 foot square requires an action to clear.

 

 

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Crypt Entrance


 

An iron rung is set into the door to this crypt.

Magical Trap

The iron is unnaturally cold and deals cold damage on contact.

A DC 12 Wisdom (Perception) check lets the target notice that the iron rung is unnaturally cold.

When the rung is touched, the target suffers a +4 touch spell attack for 1d8 necrotic damage and can’t regain hit points for 1 round.

An aura of necromancy on the rung can be detected with detect magic or a successful DC 14 Intelligence (Arcana) check.

Dispel magic or a successful DC 14 Intelligence (Arcana) check dispels the necromancy effect on the rung.

 

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Wedged Bottle


 

The wooden door has a gap on the bottom.

Mechanical Trap

The door has been coated in oil. A bottle of alchemist’s fire has been wedged on the other side so it breaks when the door opens.

A DC 12 Wisdom (Perception) check notices that the door is soaked in oil. If the gap is examined, a DC 14 Wisdom (Perception) check spots a glass object on the far side. A DC 12 Intelligence (Investigation) check reveals this as alchemist’s fire.

If the door is opened, the alchemists fire sets the door ablaze. The target opening the door takes 2d6 + 1d4 fire damage and is set on fire. Targets on fire take 1d4 fire damage at the beginning of each turn until a successful DC 10 Dexterity check succeeds by the target or another to extinguish the flames.

For the next 1d6+3 rounds, all creatures within 10 feet of the door take 1d6 fire damage at the beginning of their turn.

The trap can be easily disabled by poking something small under the door to move the alchemist’s fire. This requires a successful DC 5 Dexterity check. Failure causes the flask to break, igniting the door.

 

 

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Liquid Mirror


 

The table top has a mirrored surface.

Magical Trap

The mirror on the surface can be reached into, as it is liquid, but it turns solid again.

A DC 12 Wisdom (Perception) check notices small ripples in the mirrored surface. It can be reached through, but if that happens, the target or target object is attacked with a +12 melee attack for 6d6 slashing damage as the mirror becomes solid, slashing the hand, then it breaks. All targets within 30 feet take 6d6 slashing damage, with a DC 16 Dexterity saving throw halving the damage.

An aura of transmutation on the mirror can be detected with detect magic or a successful DC 16 Intelligence (Arcana) check.

Dispel magic or a successful DC 16 Intelligence (Arcana) check causes the liquid to become a solid mirror.

 

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