No Lock


 

A locked wooden door is here.

Magical Trap

The door itself is not actually locked and just slightly stuck.

The lock on the door is an illusion. It has no DC to open, any attempt will appear to give a satisfying click and succeed. However, the door won’t open.

The door can be pushed open with a DC 18 Strength check.

A spell or other effect that can sense the presence of magic, such as Detect Magic, reveals an aura of illusion on the lock.

A spell such as Dispel Magic will cause the lock to disappear. Any effect that suppresses magic will make the lock vanish for the duration of the effect.

 

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Pulping Obelisk


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

Several obelisks are in the room. Each is slightly twisted with a smooth ridge. Coins and other equipment are at the base of several of them, which sit on small drainage grates.

When a creature gets near the obelisk, a circular section of the ceiling descends and pulps the creature, just like a juicer. Creatures must make an average Dexterity saving throw or be pulped and killed, leaving their equipment sitting at the base.

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Blow Dart Chest


 

A large wooden chest sits in the corner.

Mechanical Trap

The chest has an air bladder operated blow gun inside.

There are 4 small screws on the top of the lid near the back. A DC 14 Intelligence (Investigation) check suggests that these screws have no obvious function.

A DC 14 Dexterity check with thieves’ tools is required to open the box.

When the box is opened, the lid pushes an air bladder which fires a poison dart with a +4 melee attack for 1d4 hp of piercing damage. On a successful hit, the stricken creature must make a DC 14 Constitution saving throw or fall asleep for 1d4+1 hours. After one hour, the sleeping creature may be awoken normally. However, before then, the creature can only be awakened by either a DC 15 Medicine check or magical healing.

The trap can be avoided by opening the box from behind. It can be disabled by unscrewing the 4 small screws.

 

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Slippery Doorknob


 

Sharp edges protrude from the doorknob.

Magical Trap

The edges on the doorknob cut deeply if one is not careful. However, the doorknob becomes greased when used.

Although there are several sharp edges on the doorknob, it looks as if one could carefully open it. However, when touched, the doorknob becomes covered in grease for 1 minute.

A DC 14 Dexterity check is required to open the door, otherwise the creature takes 1d4 slashing damage. If the grease is present, this check is at disadvantage.

A spell or other effect that can sense the presence of magic, such as Detect Magic, reveals an aura of conjuration on the doorknob.

A spell such as Dispel Magic will neutralize the doorknob. Any effect that suppresses magic will keep the doorknob from being greased for the duration of the effect.

 

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Itchy Door


 

A dusty wooden door is closed again.

Mechanical Trap

The dust in the door causes skin irritation.

The door is locked and requires a DC 15 Dexterity check with thieves’ tools to open. Otherwise it has AC 15 and 15 hp or can be broken with a DC 18 Strength check.

If the door is opened normally, a small dust puff is emitted from the door. The creature opening the door must make a DC 12 Constitution saving throw or become itchy for 1 hour.

If the door is broken open, a large dust cloud appears. All creatures within 15 feet must make a DC 14 Constitution saving throw or become itchy for 1 hour.

Itchy creatures receive disadvantage on all skill checks and attack rolls.

The trap can be disabled by covering it in a cloth before opening it. If the door is destroyed, the cloth will limit the cloud to 5 feet.

 

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The Dead Garden


 

A lush, colorful garden is very out of place in this desert. In the middle a marble mermaid fountain holds a dazzling gem.

Magical Trap

The gem protects this small oasis. Removing it removes the protection.

The gem appears to be a fist sized diamond. If it is removed, the gem crumbles and the garden immediately withers and dies. Every living creature in the garden takes 12d8 necrotic damage. A DC 18 Constitution saving throw reduces this by half.

A spell or other effect that can sense the presence of magic, such as Detect Magic, reveals an aura of abjuration on the gem.

A spell such as Dispel Magic with a spellcasting DC of 18 will neutralize the gem, setting off the trap, and destroying the gem. Any effect that suppresses magic of spell level 8 or higher will also set off the trap. However, when the suppression ends, the garden will regrow in 1d6+1 weeks; the gem will become dull during this time, but will not be destroyed.

 

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Round Room


 

A circular door is on the wall.

Mechanical Trap

The circular door leads to a small, cylindrical room that is balanced on a fulcrum.

The door opens into a 10′ diameter cylindrical room that is also 10′ long. A second round door is other side. A DC 16 Wisdom (Perception) check reveals that there is a small air gap between the door and the cylindrical room.

Stepping into the room causes the cylinder to unbalance. The creature stepping into the room must make a DC 16 Dexterity saving throw or the room rolls down the side of the fulcrum. On a successful save, the creature jumps back out of the room. On failure, the creature takes 6d6 bludgeoning damage.

The two doors remain, only the cylinder rolls down the incline.

The trap can be disabled by physically bracing it from an open door. This requires a DC 16 Strength check.

 

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Trompe L’oeil Stairs


 

A seemingly uneven staircase leads downwards.

Mechanical Trap

The staircase is actually perfectly level but has been painted to depict the stairs unevenly.

A DC 12 Wisdom (Insight) check reveals that the uneven stairs are a clever illusion that has been painted on and also grants advantage on the Dexterity (Acrobatics) check when descended the staircase.

Any creature using the staircase must make a DC 12 Dexterity (Acrobatics) check or lose their balance and fall, taking 2d6 falling damage.

The trap can be neutralized disrupting the optical illusion. This can be as drastic as using paint remover on the stairs to something as simple as placing a cloak on the stairs.

 

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Stuffed


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

Any food or liquid consumed while in the area causes the creature consuming it to be uncomfortable full. This also includes potions. The full effect lasts for 1d4+1 hours. While full, any attack, check or saving throw which requires physical effort is at disadvantage.

Sleeping for at least one hour will remove the effect upon waking.

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Big Lock


 

The chest is secured by a sturdy iron lock.

Magical Trap

The lock is enchanted to enlarge anything that goes into it, except it’s own special key.

The lock requires a DC 14 Dexterity check with thieves’ tools to open. However, any object that enters the lock must make a DC 12 Constitution saving throw or double in size. If the object is something like thieves’ tools, failure also means that the object is destroyed and is wedged in the lock until it shrinks back to normal size in 1 minute.

A spell or other effect that can sense the presence of magic, such as Detect Magic, reveals an aura of transmutation.

A spell such as Dispel Magic will neutralize the lock permanently, while any effect that suppresses magic will neutralize the enlarge effect for the duration.

 

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