Force Floor


 

A narrow, dusty stone hallway slopes downwards.

Magical Trap

A section of the floor has a small set of force tiles that cover a spiked, 10-foot deep pit that is also 10-feet wide and 10-feet long. Dirt has been thrown over it, concealing it.

A DC 14 Wisdom (Perception) check reveals that part of the floor appears to be transparent under the dust.

When the tile is stepped on, it vanishes. The target must make a DC 14 Dexterity saving throw or fall into the pit, taking 1d6 falling damage and 1d6+3 piercing damage.

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

Dispel magic or a DC 16 Intelligence (Arcana) check dispels the floor.

 

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Pepper Spray


 

A wooden door ahead is closed.

Mechanical Trap

Pulverized pepper powder is shot out forcefully from small tubes around the door if it is opened.

A DC 12 Wisdom (Perception) check reveals several small holes set at regular intervals in the frame of the door.

A DC 14 Intelligence (Investigation) check reveals that these tubes are lined with brass, and a DC 14 Wisdom (Nature) check can identify a faint odor as that of hot peppers.

When the door is opened, pulverized pepper powder sprays out of the nozzles. All targets in a 20′ radius must make a DC 14 Constitution saving throw or become poisoned for 1d6+3 rounds. On a successful save, the target is poisoned for 1 round.

The trap can be disabled by pinching the tubes shut. This requires a DC 12 Dexterity check with thieves’ tools. There are 12 tubes. Each success reduces the poison effect by 1 round.

 

 

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Mirror Door


 

The doorway is filled with a mirror.

Magical Trap

A mirror is in the doorway. When touched, the target is transposed in the mirror.

When a target gets within 10′ of the mirror, they must make a DC 16 Wisdom saving throw or be compelled to touch the mirror. When they touch the mirror, it shatters. The target must then make another DC 16 Wisdom saving throw or they become transposed by the mirror.

While transposed, they will be operating like a mirror reflection of themselves. Any checks, rolls or saves based on Dexterity are at disadvantage.

This condition can only be removed with a wish or remove curse.

An aura of enchantment can be detected on the mirror with detect magic or a successful DC 21 Intelligence (Arcana) check.

Dispel magic (DC 17) or a DC 22 Intelligence (Arcana) check dispels the effect from the mirror. Once dispelled, the mirror shatters.

 

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Pneumatic Tubes


 

Several brass tubes run along the walls of this abandoned warehouse. Steam billows from a room in the back.

Mechanical Trap

The tubes are connected to a steam engine in the back room. They randomly fire debris as pressure builds up inside of them.

A DC 14 Intelligence (Investigation) check reveals that there is a denser debris field in roughly cone shaped patterns in front of each tube opening on the wall.

Each tube has a 25% chance each round of firing debris. When it fires, all targets in a 15′ cone in front of the tube suffer a +4 ranged attack for 2d8 piercing damage.

The tubes can be disabled by severing them, so they shoot into the ground. If the are dented shut in an attempt to disable them, however, the will explode when they fire. An explosion causes 3d6 piercing damage to all targets within a 20′ radius, with a DC 14 Dexterity saving throw halving the damage.

The steam engine can also be turned off. This requires a DC 14 Intelligence (Investigation) check. Failure on this check turns off the steam release, but not the engine. If this happens, the steam engine explodes in 1d4 rounds. This explosion causes 10d6 fire, piercing, slashing and bludgeoning damage to all targets within 30′. A DC 16 Dexterity saving throw halves this damage.

 

 

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Falling Safe


 

A safe sits in this high-ceilinged closet.

Magical Trap

When the safe is opened, it is teleported 10 feet above the target where it falls.

The safe requires a DC 20 Dexterity check with thieves’ tools to open.

When it is opened, it is teleported 10′ above the target. The target must make a DC 16 Dexterity saving throw or take 6d6 bludgeoning damage.

An aura of conjuration can be detected on the liquid with detect magic or a successful DC 21 Intelligence (Arcana) check.

Dispel magic (DC 17) or a DC 22 Intelligence (Arcana) check dispels the effect from the safe.

 

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Teleport Dungeon


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

The entire area has paths that run along steep cliffs, and have sharp turns and switch backs. At several points along the paths, small teleport circles teleport the target to a random spot near a curve or corner.

When the target is teleported, they must make a hard Dexterity saving throw or fall off the cliff.

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Water Closet


 

A heavy wooden chest sits atop the garderobe.

Mechanical Trap

The chest is holding down the lid. When opened, the lid of the garderobe flies open and spews sewage everywhere.

A DC 12 Wisdom (Perception) check reveals small streams of sewage leaking out from under the chest.

A DC 16 Wisdom (Medicine) check reveals that this sewage likely carries a contagious disease.

When the chest is disturbed, it is upended as a stream of sewage spews forth. All targets in a 20′ radius must make a DC 16 Dexterity saving throw and then a DC 11 Constitution saving throw or become infected with sewer plague. Those that failed the Dexterity saving throw must spend 1 minute with at least 1 quart of water cleaning off, or they will have to make the Constitution saving throw every 10 minutes until cleaned off.

The trap can be disabled by adding weight to the chest before opening it. This requires a DC 16 Dexterity (Sleight of Hand) check. Failure sets off the trap.

 

 

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Orange Kool-Aid


 

A pitcher of orange liquid sits on a table, along with several glasses.

Magical Trap

Drinking the liquid shatters the target’s personality and intellect.

Any creature that gets within 10′ of the liquid must make a DC 18 Wisdom saving throw. On a failure, they pour and drink a glass of the orange liquid.

The target then takes 4d6 psychic damage and must make a DC 18 Intelligence saving throw. On a failure, the target’s Intelligence and Charisma scores become 1. The creature can’t cast spells or use magic, understand language or communicate. It can identify and follow friends, and do basic melee attacks.

A new saving throw can be made every 30 days to remove this effect, or it can be removed by greater restoration, heal or wish.

It can also be removed by replacing the local magistrate.

An aura of enchantment can be detected on the liquid with detect magic or a successful DC 22 Intelligence (Arcana) check.

Dispel magic (DC 18) or a DC 24 Intelligence (Arcana) check dispels the effect from the liquid.

 

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Weighted Combination Lock


 

A combination safe sits in the back of the closet.

Mechanical Trap

The combination is weighted to move slightly past each number and is rigged to explode if the combination if off slightly.

If the safe is cracked, which requires a DC 14 Intelligence (Investigation) check, the weighted dial will move it slightly past the correct combo. When the final combination is put in and the safe opened, instead, explosives directed outwards will go off. All targets in a 15′ cone in front of the safe take 6d6 fire damage, with a DC 14 Dexterity saving throw halving this damage.

If the dial is examined, a DC 16 Intelligence (Investigation) check reveals that the dial is weighted. When cracking, a DC 14 Dexterity check must be made to get the right combo on each rotation. There are normally three digits in the combination.

The explosives can only be disarmed once the safe is opened.

 

 

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Following Fireplace


 

A fire roars in the fireplace in this lavishly decorated study.

Magical Trap

If any items are removed, the fire leaves the fireplace and follows the thief.

A DC 10 Wisdom (Perception) check reveals that the fire in the fireplace is not consuming wood and is unnaturally sphere-shaped.

If a target removed an item from the room, the sphere-shaped fire moves into the target’s space. The target takes 2d6 fire damage, or half as much on a successful DC 12 Dexterity saving throw.

The sphere acts on initiative 20. It will follow the target for 10 rounds, moving up to 60 feet and ending its turn on the target’s space if possible. It can’t go through walls, or closed doors and windows, but it can traverse stairs.

Any other target that ends their turn within 5 feet of the fire must also make the Dexterity saving throw above and take fire damage.

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

Dispel magic or a DC 16 Intelligence (Arcana) check dispels the fire sphere.

 

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