Cuckoo Clock


A cuckoo clock hangs on the wall. It is decorated with gold and gems.

Mechanical Trap

 

The clock is rigged so that if any of the valuables are moved, the cuckoo pops out and shoots flame.

A DC 12 Wisdom (Perception) check detects brass tubing running from the clock into the wall. This is the gas line that feeds the clock.

When anything is removed from the clock, the door opens and the cuckoo comes out and sprays flame. All targets in a 15′ cone take 4d4 fire damage, with a DC 14 Dexterity save halving the damage.

If the tube is cut or punctured, the trap becomes inert after 1d4 rounds. The door can also be wedged shut with a DC 12 Dexterity check with thieves’ tools.

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If You Stair Long Enough


A stairway leads downwards.

Magical Trap

 

An illusion is overlaid on the staircase making the stairs appear to be a little bigger than they are.

A DC 14 Intelligence (Investigation) check detects that the way the stairs have been constructed is physically impossible.

When traversing the stairs, the target must make a DC 12 Dexterity check, or misstep and fall, taking 2d6 bludgeoning damage. Whether or not the target falls, the illusion is dispelled.

A detect magic detecs an aura of illusion on the stairs.

A dispel magic removes the illusion. Any physical contact with a stair also removes the illusion.

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Star Knife Doorknob


A wooden door is here, locked.

Mechanical Trap

 

When the doorknob is turned, several blades spring forth in a star pattern.

A DC 12 Wisdom (Perception) check detects that the edge of the doorknob has several small slits in it all the way around its circumference.

When the doorknob is turned, several blades spring forth. The target must make a DC 14 Dexterity saving throw or take 1d6 slashing damage.

A DC 14 Dexterity check with thieves’ tools is required to cut the main spring that feeds all the blades, disabling the trap.

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Picture Book


A large coffee table book, full of pictures is in the libary of this estate.

Magical Trap

 

The book shows pictures of several locations, both above and underground of the sprawling estate. Turning a page to a new picture teleports the viewer to that location.

A DC 14 Intelligence (Arcana) check detects the presence of magic on the pages of the book.

When a page is turned, the view must make a DC 12 Wisdom saving throw or be teleported to the location on the picture.

A detect magic detecs an aura of conjuration on the book.

A dispel magic (DC 18) causes the book to become a normal picturebook.

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Storm Drains


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

It is hot and sticky down in these sewers.

An average Intelligence (Nature) check reveals that a thunderstorm is approaching fast.

Once in the sewers, the rain falls quickly, causing the sewers to quickly fill up with rushing water.

Those in the sewers are quickly washed 100 feet per round towards an egress. The nearest egress is 1d4x1000 feet away. Each round, the targets must make a hard Strength (Athletics) check or begin to drown.

Every 1d4x100 feet there is a ladder going up. Targets may make a hard Dexterity (Acrobatics) check to grab the ladder if they are not drowning.

When they hit the egress, they are dumped into a large body of water, where they may make easy Strength (Athletics) checks to swim ashore.

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Dusty Coating


The marble slab is covered in a thick layer of dust. It seems that words are engraved on it.

Mechanical Trap

 

The words are currently illegible due to the dust. The dust, however, protects from the toxic surface of the slab.

A DC 14 Intelligence (Investigation) check reveals that the dust adheres to the surface, as if some kind of wet or sticky substance is underneath.

If the dust is wiped away to get at the words, it releases the toxins underneath. All targets within 30′ must make a DC 14 Constitution saving throw. On a failure, targets gain 1 level of exhaustion, become poisoned and suffer 1d6 Constitution damage. On a success, the target merely gains a level of exhaustion.

The poisoned condition lasts until the lost Constitution damage is restored.

The toxins can be neutralized with an alcohol compound combined with certain herbs. It requires a successful DC 16 Intelligence (Nature) check to discover.

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A Year Older


A birthday cake, food and presents are all laid out on a long table.

Magical Trap

 

The birthday trappings are illusions that age the target.

A DC 10 Wisdom (Perception) check detects that the number of candles on the cake is equal to the perceptor’s age + 1. Each person potentially sees a different number of candles.

A DC 18 Wisdom (Perception) or DC 14 Intelligence (Arcana) detects that it is an illusion. Additionally, the Arcana check detects an aura of necromancy mixed in with the aura of illusion.

A target that gets within 10′ of the table must make a DC 16 Wisdom saving throw. On a failure, they gain 1 year of age and 1d4 levels of exhaustion. On a success, they gain a single level of exhaustion.

A detect magic detecs an aura of illusion and necromancy on the table.

A dispel magic (DC 18) causes the illusion to disappear, revealing an empty table. Nothing short of a wish will remove the aging effect. The exhaustion is removed normally.

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Velvet Bag


Several drawers are in this desk.

Mechanical Trap

 

One of the drawers is lined with a velvet bag, which conceals razor blades.

The drawers are all locked and can be opened with a DC 12 Dexterity check with thieves’ tools.

One of the drawers is lined with a velvet bag, drawn closed with a string. Hidden in this bag are several razor blades. When a target reaches in, they must make a DC 12 Dexterity saving throw or take 2d4 slashing damage. Examining the bag with a successful DC 14 Wisdom (Perception) check reveals the blades.

The blades can be removed with a DC 12 Dexterity check. Failure causes the damage as above.

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Pit it Forward


The long corridor has a wooden floor.

Magical Trap

 

A fake trap door is installed in the center of the hallway, which causes magical pits to appear.

A DC 12 Wisdom (Perception) check detects a faint outline in the center of the floor. Upon examination, this appears to be a trap door.

When the trap door is opened, it reveals floor underneath. However, it also creates two 20′ deep, spiked pits on either side.

All targets within 10′ of the trap door must make a DC 14 Dexterity saving throw, or fall into the pit, taking 2d6 falling + 2d6 piercing damage.

The pits disappear in 1 round, discharging occupants into the same sqaure.

A detect magic detecs an aura of evocation on the trap door.

A dispel magic (DC 16) disables the trap door, and causes any existing pits to disappear.

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Dusty Wall Grate


A large iron grate is in the wall.

Mechanical Trap

 

The grate is very dusty, and when removed, releases a cloud of toxic dust.

A DC 14 Intelligence (Nature) check reveals that the dust appears to be ground-up poison oak.

The grate requires a DC 10 Strength check to pull off the wall. When it is pulled from the wall, all targets in a 20′ radius must make a DC 14 Constitution saving throw. On a failure, the target becomes poisoned for 1d4 days. A lesser restoration of similar will remove the poisoned effect.

The dust can be cleaned off with a DC 16 Dexterity check and a damp cloth. Failure causes the target only to be affected by the trap immediately. Removing the grate after this will still have the normal effect.

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