Blade Arch


 

An archway leads to the next room.

Magical Trap

Several blades line the archway and point inwards. They have been rendered invisible.

When a target walks through the archway, it must make a DC 14 Dexterity saving throw or take 4d4 slashing damage. Once tripped, all 24 blades appear in the archway.

The archway can be traversed with a successful DC 14 Dexterity (Acrobatics) check. Failure results in 4d4 slashing damage.

An aura of illusion on the archway can be detected with detect magic or a successful DC 11 Intelligence (Arcana) check.

Dispel magic or a successful DC 14 Intelligence (Arcana) check removes the illusion. Once dispelled, each blade can be removed with a successful DC 10 Dexterity check. Failure results in 1d4 slashing damage.

 

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Rockets Red Glare


 

Several holes line the stone walls.

Mechanical Trap

The door at the end of the hall causes several rockets to fire out from the holes.

A DC 12 Wisdom (Perception) check reveals scorch marks on several of the holes. The holes are 20 feet deep. If examined, a small cone can be seen at the end.

A DC 14 Wisdom (Perception) check shows that the doorframe is covered with bits of flint. Also, several small strings, tied together, are at the edges.

When the door is opened rockets fire from the holes, creating a huge light show. Each target in the room takes 6d6 fire damage, with a DC 13 Dexterity saving throw halving the damage. All targets must also make a DC 13 Fortitude save, or be blinded for 1d4 rounds.

The trap can be disabled by pulling on the strings a few inches and cutting them, and then putting them back into the wall. This requires a successful DC 12 Dexterity check. If this check fails, these strings still ignite when the door opens, causing the rockets to fire.

 

 

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Heavy Coin


 

A bag of coins is in the dresser.

Magical Trap

One of the coins increases in weight over time.

After the bag is picked up, the coin doubles in weight every 10 minutes, starting at 0.2 pounds. The coin cannot be dropped, discarded or spent.

An aura of transmutation on the coin can be detected with detect magic or a successful DC 13 Intelligence (Arcana) check.

Dispel magic or a successful DC 16 Intelligence (Arcana) check removes the weight from the coin, rendering it into a normal gold piece.

 

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Hamster Wheel


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

The corridor curves down, like the arc of a circle.

When the party reaches the bottom, the corridor, which is in a big circle, detaches and begins to roll down an incline. The pathway that it rolls down has several large spikes, which poke through the floor.

While rolling, each target takes 2d6 bludgeoning damage per round, and 4d4 piercing damage. A hard Dexterity saving throw each round negates the piercing damage.

The wheel rolls for 1d6+4 rounds and hits a wall. When it hits the wall, all targets in the wheel take an additional 6d6 bludgeoning damage, with a hard Dexterity saving throw halving this damage.

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Ankle Twister


 

The floor is comprised of several circular tiles.

Mechanical Trap

Several of the tiles are pressure plates that abruptly rotate when stepped on.

A DC 12 Wisdom (Perception) check reveals several circular tiles that have no grout around them, and the stone of the tile is also laid in a manner that doesn’t match the rest of the floor.

When one of these tiles is stepped on, the tile rotates a little more than 90 degrees. The target takes 2 Dexterity damage, falls prone and their movement ends. A successful DC 12 Dexterity saving throw negates the prone effect and the Dexterity damage. A successful DC 14 Wisdom (Medicine) check or a short rest heals the Dexterity damage.

A character can avoid the tiles by specifically stepping around them. If not specifically avoided, any straight path through the area will cause the character to activate at least one tile. An individual tile can be disabled with a DC 12 Dexterity check with thieves’ tools.

 

 

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Cat Statue


 

A small, jeweled cat statue sits on a table.

Magical Trap

The cat causes those who pick it up to fall asleep.

When the cat is picked up, up to 3 targets in a 30 foot radius must make a DC 13 Wisdom save or fall asleep for 10 minutes. Taking damage or being disturbed, such as being slapped, will end the effect early.

An aura of enchantment on the cat statue can be detected with detect magic or a successful DC 13 Intelligence (Arcana) check.

Dispel magic or a successful DC 13 Intelligence (Arcana) check removes the enchantment from the statue.

 

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Q-Tip Trap


 

The cave path takes a sharp right turn up ahead.

Mechanical Trap

A single kobold mans a station around the corner. A large branch has been bent and tied, with a carved wooden head attached to it. The kobold cuts the rope, causing the branch to swing around the corner.

A DC 12 Wisdom (Perception) check reveals a small mirror on the ground in the corner. A DC 12 Intelligence (Investigation) check show that the mirror has a fuzzy reflection of a kobold around the corner.

Once a character is within 5 feet of the corner, the kobold cuts the rope. The target must make a DC 13 Dexterity saving throw or take 2d6 bludgeoning damage and be knocked prone. If the target is aware of the kobold, this save is at advantage.

The trap is easily disabled, if it has not been triggered. The kobold can be easily frightened away with a DC 12 Charisma (Intimidation) check. The kobold cuts the rope and runs.

 

 

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Knocker-Back


 

A heavy iron knocker is on the door, it appears to open it as well.

Magical Trap

The knocker activates a sonic blast.

When the knocker is used, it makes a very loud noise. All targets in a 15 cone take 4d6 sonic damage and are stunned for 1 round. A DC 14 Constitution saving throw halves the damage and negates the stun effect.

An aura of evocation on the door knocker can be detected with detect magic or a successful DC 12 Intelligence (Arcana) check.

Dispel magic or a successful DC 15 Intelligence (Arcana) check removes the enchantment from the knocker.

 

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Good Luck Pool


 

Coins are scattered at the base of the statue, in a pool of liquid.

Mechanical Trap

The liquid in the pool is odorless and caustic to organic material, but harmless to metal.

A DC 12 Intelligence (Nature) check notes that the coins have small bubbles on them, in a manner that is not normal for water.

Anyone reaching into the water takes 1d4 acid damage, with a DC 12 Dexterity saving throw reducing this to 1 acid damage.

The coins can be retrieved by using a tool of some sort, however, if that tool is made of organic material, it will corrode and break after 1d4 attempts.

If the coins are removed but not washed off, they will do 1 point of acid damage per round being handled. If placed in a container made from an organic substance, they will eat through the container in 1d6 rounds.

 

 

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Magnetic Lock


 

The door is secured by a heavy internal iron lock.

Mechanical Trap

The lock becomes magnetic if opening it fails.

A DC 14 Intelligence (Investigation) check reveals that the lock is slightly magnetic.

The lock requires a DC 14 Dexterity check with thieves’ tools to open. If it fails, a click is heard and the lock becomes magnetic. Any tools being used get stuck in the lock. Pulling them out requires a DC 14 Dexterity check. If it fails, the tool breaks.

Disarming the magnets requires a DC 16 Dexterity check with thieves’ tools.

 

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