Social Distancing


 

Several dead guards lie on the floor.

Magical Trap

The guards have been killed by disease. They transmit the disease to those that come close.

Any creature that comes within 5′ of a dead guard must make a DC 15 Constitution saving throw or become infected with Filth Fever. Symptoms do not show for 1d7 days. Symptoms are disadvantage on any skill, saving throw or check roll that uses Strength. Once symptoms show, the affected creature must make a DC 15 Constitution saving throw each day. If 2 of 3 saving throws are made, the creature recovers. Otherwise, the disease lasts for 1 more week. At the end of the week, the creature must make a death save. On a failure, they die. On a success, they are no longer contagious and recover in 1d4 days.

While affected, the creature is also contagious. Any other creature that comes within 5 feet may be infected as above.

A spell such as Detect Magic detects an aura of necromancy on the corpses.

A spell such as Dispel Magic cast onto a corpse dispels the disease with a successful DC 15 spellcasting check. Any effect that suppresses effects of level 5 spells or above will suppress the transmission of the disease, but will not cure it or halt its progress.

Lesser Restoration, Heal or 5HP of Lay on Hands also cure the disease.

 

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Pastry Shelf


 

Several pies line the shelves here.

Mechanical Trap

The shelves are spring loaded to fire the pies at the center of the room. A pressure plate by each door causes a delayed reaction.

A DC 12 Wisdom (Perception) check allows a creature to notice springs underneath the pastry shelves.

A DC 14 Wisdom (Perception) check reveals that the floor in front of each door is less worn than the rest of the floor.

A DC 16 Wisdom (Perception) check reveals that some of the pastries are clever fakes.

When a pressure plate is stepped on, it activates a 1 round timer. 1 round later, the shelf of pies is launched towards the center of the room. Any creature more than 5′ from the door must make a DC 12 Dexterity saving throw or be struck by a pie. Those struck by a normal pie take no damage, however, there is a 1 in 4 chance that the pie is fake. This pie is filled with a noxious substance that deals 2d4 acid damage, and 1d4 acid damage every round for 1d4 rounds.

The springs can be disabled with a DC 14 Dexterity check with thieves’ tools. Failure launches the pies.

The pressure plates are easily avoided with a DC 5 Dexterity (Acrobatics) check. They can be disabled with a DC 12 Dexterity check with thieves tools. Failure on either of these checks sets off the trap 1 round later.

 

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Tracking Forest


 

The trees are very dense here.

Magical Trap

Several areas in the forest have been magically enhanced to help would be pursuers locate their quarry.

There is a 5% chance every time a movement action is taken that a creature will travel through an enchanted zone and trigger the trap. Once the trap is triggered, another zone will not be encountered for 1000 yards.

When the trap is triggered, a large arrow made of clouds appears 1000 feet above the location, pointing down. This stays in place for 1 hour.

A spell such as Detect Magic detects an aura of transmutation on the enchanted area in the forest, which is a 20’x20′ square patch of land.

A spell such as Dispel Magic cast onto the area dispels the cloud effect. Spells or effects that suppress magic effects suppress the cloud effect for the duration of the effect. Once the cloud has manifested, effects to dispel it must target the cloud.

 

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Dunking Tank


 

A locked door is at the end of the hall. From this side, there is a large lever with a round piece of metal to push it.

Mechanical Trap

The lever opens the door when pushed, but it also opens up several pits along the hall.

A DC 12 Wisdom (Perception) check reveals that the lever is connected to some gears near the floor that appear to not be needed for opening the door.

A DC 14 Wisdom (Perception) check allows a creature to notice that several of the stone tiles are identical 5 foot square tiles, as if they aren’t made of real stone.

When the lever is pushed, these tiles open down, revealing a pool of water 10 feet below. Any creature on a 5 foot square that contains a tile must make a DC 13 Dexterity saving throw or be dumped into the water 10 feet below.

If a creature is not deliberately avoiding the tiles, there is a 1 in 3 chance that they are on a tile and are affected.

A DC 12 Dexterity check with thieves’ tools disables the floor gears, although failure sets off the trap.

Each tile can be secured in place with spikes or similar with a DC 12 Dexterity check.

 

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Wait Here


 

A safe door is inset into the wall.

Magical Trap

The safe door triggers a magical guardian.

The safe door requires a DC 19 Dexterity check with thieves’ tools to open. Or it can be forced open with a crowbar and a DC 22 Strength check.

When the door is opened without the proper combination, a hand rises from the ground and grabs the creature opening the safe. This creature must make a DC 12 Strength check or take 2d6 bludgeoning damage and become restrained for 1 minute. The creature may take an action to attempt another Strength check to escape. However, on a failure, the hand deals another 2d6 bludgeoning damage.

A spell such as Detect Magic detects an aura of transmutation on the safe.

A spell such as Dispel Magic cast onto the safe dispels hand effect permanently.  Spells or effects that suppress magic effects suppress the hand effect, will also suppress the hand for the duration of the effect.

 

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Sponge Floor


 

A large rug covers the entire floor.

Mechanical Trap

The rug covers a large sponge that spans the whole floor.

A DC 14 Wisdom (Perception) check detects a faint caustic odor. A subsequent DC 14 Investigation (Intelligence) check reveals that this odor is from acid.

Walking on the rug depresses the rug into the sponge, causing the acid in the sponge to pool above the rug. All creatures on the rug must make a DC 14 Dexterity saving throw or take 2d4 acid damage. Additionally, anyone in the room must make a DC 12 Constitution saving throw or become poisoned while in the room and for 1d4 rounds after leaving.

Placing boards or something down on the rug will mitigate the acid damage, but the poison effect cannot be avoided.

 

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Disco Ball


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

A disco ball hangs from the ceiling.

This ball reflects light sources. Each round, any light source in the room is reflected back to its source. At the source, a small explosion happens which does medium fire damge, which is halved on a successful average Dexterity saving throw.

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Greed


 

A chest is in the corner of the room.

Magical Trap

The chest is full of gold that enchants those in the room to be consumed by greed.

The defenders here use this chest as a defense. When they are attacked, the chest is flung open. All opponents within 30 feet must make a DC 14 Wisdom saving throw or be charmed. A charmed creature may do nothing but approach the gold and start collecting it. Affected creatures may make a new save at the end of each of their turns. Also, any creature that takes damage gets a new saving throw immediately to end the effect.

A spell such as Detect Magic detects an aura of enchantment on the chest.

A spell such as Dispel Magic cast onto the chest dispels the charm effect permanently.  Spells or effects that suppress magic effects suppress the charm effect, and also suppress any ongoing charm effects on creatures.

 

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Static Discharge Rug


 

A large rug covers the entire floor.

Mechanical Trap

Walking on the rug generates a static charge buildup that is discharged upon exiting the room.

A DC 14 Wisdom (Perception) check will note that the air in this room in unusually dry.

For each movement action spent on the rug, the moving creature builds up 1 charge. When the room is exited, the creature takes 1d6 electricity damage for each charge built up. A successful DC 14 Constitution saving throw halves this damage.

In order to take no damage, the rug must be avoided in some way. It can be rolled up with a successful DC 8 Strength check.

 

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Locked and Reinforced Door


 

The metal door leading to what is most likely a closet looks to have been reinforced.

Magical Trap

The door closes in a gateway that was accidentally opened in the closet.

The door has been reinforced with adamantite. It has AC 23 and 23 hp. A DC 23 Strength check is required to force it open. It also has a very complex tumbler lock that requires a DC 19 Dexterity check with thieves’ tools to open.

If the door is opened, it reveals the inside of the closet, which has been taken over by a sphere of blackness and cold that immediately extends 20 feet into the room. No light penetrates this blackness, and creatures within it are fully blinded. Soft whispers and slurping noises are heard from within.

The area is difficult terrain, and creatures that start their turn in the blackness take 2d6 cold damage. Any creature that ends its turn must make a DC 14 Dexterity saving throw or take 2d6 acid damage as something inside slithering around rub up against the creature.

A spell such as Detect Magic detects an aura of abjuration on the door. Once opened, this aura disappears, and an aura of conjuration is detected on the blackness.

A spell such as Dispel Magic cast onto the door with a successful DC 18 spellcasting ability check causes the door to stop containing the blackness, which spills out into the room. The blackness can be dispelled with a second Dispel Magic. Spells or effects that suppress magic effects of spell level 8 or above will cause the darkness to momentarily appear, before suppressed. If the blackness is already present, such effects will also suppress the blackness for the duration. However, if the door is suppressed, once the suppression effect ends, the blackness will no longer be contained, and will appear outside the door.

 

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