Backdraft


The door to this room is locked.

Mechanical Trap

 

The room has a fireplace. When the door is opened, it causes a bellows to blow a gust through the fireplace, filling up the room with a ball of flame.

The door requires a DC 16 Dexterity check with thieves’ tools to unlock. When opening the door a DC 18 Wisdom (Perception) check detects a string connected to the very top of the inside of the door that has some slack.

If the door is opened past about 2 inches, the string pulls on the bellows. All targets immediately in the doorway or in the room take 4d4+4 fire damage, with a DC 16 Dexterity save halving this damage from the fireball that blows through the room.

If the string is cut, the trap is disabled.

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Shock Lock


An iron chest is protected by a stout lock.

Magical Trap

 

The lock has a small needle that delivers a spell.

A DC 16 Wisdom (Perception) check detects a needle in the lock. The lock requires a DC 18 Dexterity check with thieves’ tools to open.

If the lock is opened without disabling the trap, the target suffers a +8 melee attack for 1d3 piercing damage, plus an additional 2d6+3 electricity damage.

A detect magic detects an aura of evocation on the lock.

A dispel magic cast on the lock disables the electricity damage, but the regular physical damage still happens.

A DC 18 Dexterity check with thieves’ tools disables the needle trap.

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Acidic Portcullis


Under the 2 portcullises are several ceramic-lines holes for the portcullis to sit in. The two portcullises create a 20′ long area that can be enclosed.

Mechanical Trap

 

The holes lead to a pressurized tank full of acid. If the portcullises are dropped, acid sprays everywhere.

A DC 12 Wisdom (Perception) check detects a little bit of residual liquid in each hole.

A DC 10 Intelligence (Nature) check identifies the liquid as acid.

Should the guards decide to, they will let the portcullises free-fall closed. If this happens, targets within 5′ of a portcullis can make a DC 18 Dexterity saving throw. On a success, the target may place itself on either side of the portcullis.

All other targets in the area between the two portcullises take 8d8 acid damage at the beginning of each turn that they are in the area. This effect lasts for 1d4+1 rounds until the acid runs out.

It requires a DC 25 Strength (Athletics) check to lift a portcullis. Each portcullis has AC 15 and 25 HP.

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Animated Argument


A statue sits before the entrance to the room. It depicts a man and a wife having an animated argument.

Magical Trap

 

The statue causes unauthorized visitors to have random things they carry become animated.

When a target passes by the statue, they must make a DC 14 Wisdom saving throw. On a failure, for the next hour, anytime they use an item, it animates and moves on its own. Any items used for attack rolls, skill checks, etc, causes that roll to be at disadvantage.

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

A dispel magic cast on the statue causes it to be inert for one hour. Once animated, each target requires a dispel magic to end the effect.

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Lightning Room


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

A large metal globe is suspended in mid-air in the middle of the room.

Touching this globe causes multiple arcs of electricity to strike the globe. All targets in the room take heavy electricity damage, with a hard Dexterity saving throw halving the damage. The actual target that touches the globe takes massive damage, and must make a very hard saving throw

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Pressurized Casks


Several casks are stacked against the wall in this well-lit storeroom.

Mechanical Trap

 

The casks are pressurized. If not bled off first, they shower the area with atomized alcohol.

The casks have a strange mechanism on top with a round valve wheel. A DC 12 Intelligence (Investigation) check identifies this as a pressure relief valve and pump. Operating the pump requires a successful DC 18 Intelligence (Investigation) check.

If the check fails, or if the cask is opened any other way, it fills the room with a fine mist of alcohol that explodes from the cask. All targets take 1d6 bludgeoning damage, and if there are any open flames in the room (such as the several torches already lit in the room) the targets take an additional 6d6 fire damage. A successful DC 16 Dexterity saving throw halves this damge.

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William Tell


Several apples sit on a table outside of an iron gate that leads to an inner room.

Magical Trap

 

The inner room is guarded by a series of magic missiles.

Any target that enters the inner room is struck by magic missiles, taking 6d4+6 force damage each round that they are in the room.

A detect magic detects an aura of evocation on the gate and abjuration on each apple.

If a target is holding or wearing an apple, the magic missiles have no effect.

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Copper Core Door


A green metal door is at the end of the hallway.

Mechanical Trap

 

The door is made of copper and is electrified. Copper plates are install on the floor and walls that are covered.

A DC 12 Intelligence (Investigation) check identifies areas on the walls and floor that are made of copper.

A DC 14 Intelligence (Investigation) check reveals that the door is electrified, but insulated, not causing an immediate threat.

The lock requires a DC 16 Dexterity check with thieves’ tools to open. However, there is a small switch concealed in the lock, which can be found with a DC 18 Wisdom (Perception) check by anyone attempting to pick the lock.

If the lock is picked without the switch being triggered, current arcs from the door to the copper plates. All targets within 15′ of the door take 8d6 electricity damage, with a DC 16 Dexterity saving throw halving this damage.

If the copper on the floors and walls is covered with at least 1/4″ of non-conductive material, the electricity will not arc.

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Collapsing Arch


A large archway leads to an even larger chamber. It appears damaged and is barely held together.

Magical Trap

 

The archway is supported by force magic set up long ago by the makers of this building.

The force magic used to create a solid wall if a target tried to pass without the appropriate holy symbol. Now it has weakened and simply dispels when triggered.

A DC 16 Intelligence (Religion) check identifies a symbol of a god carved into the arch.

If a target passes through the arch without the god’s holy symbol, the remaining forcefield dissipates instead of barring entry via a wall of force, causing the arch to collapse. The target must make a DC 16 Dexterity saving throw or take 8d6 bludgeoning damage and become restrained and prone. Escaping requires 3 successful DC 16 Strength (Athletcis) or DC 16 Dexterity (Acrobatics) checks.

A makeshift holy symbol can be made with a DC 18 check with any crafting skill.

A detect magic detects an aura of evocation on the archway.

A wall of force cast on the archway instead refreshes the spell, instead of conjuring a new wall.

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Hinged Portrait


A portrait hangs from the wall behind the desk.

Mechanical Trap

 

The portrait hides a safe and a bolt-hole.

If the portrait is swung open, a crossbow bolt is fired from behind it.

A DC 10 Wisdom (Perception) check detects hinges barely hidden behind the portrait on the right side

A DC 12 Intelligence (Investigation) check reveals a small switch behind a drawer on the desk, as well as what looks like a flush, wall-mount safe behind the portrait.

A DC 18 Intelligence (Investigation) check detects that a small section of the wall behind the portrait is covered by a paper patch that almost exactly matches the wall color.

If the portrait is swung open, that target suffers a +8 ranged melee attack for 1d8+3 piercing and bludgeoning damage.

The trap can be disarmed by flipping the switch on the desk.

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