Glue Walls


A tight spiral staircase heads downwards.

Mechanical Trap

 

Part of the walls about halfway down are covered in a very sticky substance.

Characters medium-sized or larger cannot go down the stairs without touching both walls.

A DC 12 Wisdom (Perception) check detects that part of the wall on either side of the stairs is slightly greasy.

When a target passes through the section of the stairway with the sticky walls, they must make a DC 16 Dexterity saving throw. On a failure, they become stuck to the wall, gaining the restrained condition.

It requires a DC 16 Strength (Athletics) check to extricate a target from the wall. The glue can be dissolved by applying at least 1 gallon of water and waiting 10 minutes.

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Rug Burn


The rug has woven designs of jewelry and jewels.

Magical Trap

 

The jewels appear real upon inspection. The rug bursts into flames if the items are attempted to be taken.

A DC 12 Wisdom (Perception) check detects that several of the jewels and jewelry appear to be real, positioned in a dimensional pocket inside the rug.

A DC 14 Intelligence (Arcana) check reveals that the jewels and jewelry are illusions.

When a target attempts to take an item, the rug bursts into flame. All targets on and within 5′ of the rug take 6d6 fire damage and are set on fire. A successful DC 16 Dexterity saving throw halves this damage and negates the on-fire effect. The fire burns for 2d4+1 rounds.

Targets on fire take 2d6 fire damage at the start of their turn. It requires an action to put out the fire. 

While the fire is burning, any target that enters the fire during their takes 4d4 fire damage. Targets that enter a space within 5 feet of the rug take 1d4 fire damage.

A detect magic detects an aura of evocation and illusion on the rug.

A dispel magic disables illusions first, while a 2nd casting disables the fire trap, including dispelling the current fire. 

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Ceramic Ceiling


The ceiling is made of a highly polished ceramic material.

Mechanical Trap

 

There are several pressure plates around the room that when activated, cause the ceiling to fall.

A DC 14 Wisdom (Perception) check detects several rectangular outlines on the floor. These are the pressure plates. The room cannot be crossed without stepping on one unless a circuitous route is taken.

When a pressure plate is stepped on, the ceiling falls and shatters. All targets in the room suffer a +16 melee attack for 8d6 bludgeoning, piercing, and slashing damage. The room becomes difficult terrain due to ceramic shards.

The pressure plates can be avoided if spotted. Disabling a plate requires a successful DC 16 Dexterity check with thieves’ tools. Failure sets off the trap.

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Frozen Floor


The floor is filled with about 1 foot of water.

Magical Trap

 

The water freezes immediately when the door is opened.

The door leading out of the room sits just a little over a foot above the floor, clearing the water by hardly an inch.

When the door is opened, the water freezes solid. All targets in the water must make a DC 16 Dexterity saving throw. On a failure, the target takes 1d6 cold damage and is restrained.

A target stuck in the ice takes 1d4 cold damage at the beginning of their turn. Getting out of the ice involves either a DC 20 Strength check, or damaging enough ice to get free. The ice has AC 12 and 10 hp. This is enough to free a single target.

A detect magic detects an aura of transmutation on the door.

A dispel magic disables the trap, but does not have any effect on existing ice.

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Metal Floor


The floor is covered in metal grates.

Mechanical Trap

 

The door out of this room is locked. When the lock is opened, the metal floor becomes electrified.

A DC 14 Wisdom (Perception) check detects small wires running along the underside of the metal grates, exposed at the seams of the grates.

A DC 16 Intelligence (Investigation) check reveals some small extra machinery in the lock.

The lock requires a DC 16 Dexterity check with thieves’ tools to open. When the lock is opened, the floor becomes electrified. All targets in the room take 6d6 electricity damage and become restrained, with a DC 16 Constitution saving throw halving this damage and negating the restrained effect.

The electricity lasts for 1d4+1 rounds. Each target that starts their turn on the grates takes damage as above. Any target that enters a grate during their turn also takes damage as above.

The trap can be disabled by cutting 16 wires between the grates or by disabling the mechanism in the lock with a DC 16 Dexterity check with thieves’ tools. Failure simply means the trap still works.

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Anti-Magic Torches


Unlit golden torches line the walls.

Magical Trap

 

The hallway is filled with flammable gas. The torches are all everburing torches, but a small anti-magic field surrounds each torch, suppressing the flames.

A DC 12 Intelligence (Investigation) check reveals that the hallway is filled with flammable gas.

A DC 16 Intelligence (Arcana) check detects an anti-magic field around each torch.

The torches can be easily removed from the walls. Once removed, the flame burns again.

When an open flame is exposed to the gas, it explodes. All targets in the hallway take 8d6 fire damage, with a DC 18 Dexterity saving throw halving the damage.

It takes one hour for the gas to refill the room. Leaving an open flame in the room will burn off the gas, causing it to not collect.

A detect magic detects an aura of abjuration around each torch.

A dispel magic (DC 18) dispels all the anti-magic fields around each torch, which, of course, causes the gas to explode.

Categories: 5e, Dungeons and Dragons, magical | Tags: , | 1 Comment

Ground Zero Treasure Pile


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

Area of effect spells seem to have no effect anywhere.

At the bottom of this cave complex is a large cave. In the center of the cave are several large stone coffers. These coffers are full of treasure but there is a catch.

When a coffer is opened, that coffer becomes ground zero for every area of effect spell cast in the cave since a coffer was last opened. In addition the the party’s spells, other spells go off as well. There will be d8 levels of spells (so if a 6 is rolled, there will be level 1-6 spells). There will be d4+1 spells of each level, randomly chosen as long as there are area of effect spells. All the spells happen at once. 

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Lock Pick Eater


The chest has a complex lock.

Mechanical Trap

 

The chest’s lock is able to capture lock picks.

A DC 14 Intelligence (Investigation) check reveals that among the lock tumblers are metal rollers.

The lock requires a DC 16 Dexterity check with thieves’ tools to open. However, on a success, the target must make a DC 18 Dexterity saving throw. On a failure, the lock resets and pulls the lock pick inside the chest.

Inside the chest are 2d6 lock picks.

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Illusion Ladder


A ladder leads down the manhole shaft.

Magical Trap

 

One of the rungs is missing and replaced with an illusion.

If the rung is examined, a DC 14 Intelligence (Arcana or Investigation) check detects the illusion.

When a target reaches the rung, they must make a DC 12 Dexterity saving throw. On a failure, the target falls, taking 2d6 bludgeoning (falling) damage.

The rung can be easily bypassed with a DC 5 Dexterity (Acrobatics) check. Failure results in a fall.

A detect magic detects an aura of illusion on the rung.

A dispel magic causes the rung to disappear.

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Gas-Filled Door Handle


The door handle is made from fine porcelain.

Mechanical Trap

 

The handle is weak and breaks when used, releasing the gas inside.

A DC 12 Intelligence (Investigation) check reveals several hairline cracks in the porcelain that likely compromise its integrity.

When the handle is turned, it breaks, releasing a green gas. The target must make a DC 14 Constitution saving throw. On a failure, they become poisoned for 1 hour.

The trap can be defeated by either breaking the handle from greater than 10 feet away, or by using a wrench or other device to turn the handle at the base.

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