Author Archives: pfworks

Acid Rain Forest


As you go deeper into the rainforest, water seems to always be falling from above. A temple of some sort pokes out of the top of the trees ahead.

Magical Trap

 

Non-believers are encouraged to leave the temple area as the rain turns into acid.

A DC 14 Intelligence (Religion) check reveals that the temple is dedicated to an evil god of nature, one that delights in corrupting the natural order of things.

When the party gets within 200′ of the temple, the rain begins to come down harder, and within 1d4 rounds, turns to acid. When the rain turns to acid, each turn, the target takes 2d4 acid damage, with a successful DC 14 Dexterity saving throw halving this damage.

The acid rain lasts until the targets move out of the 200′ range, or enter the temple. There are no obvious entrances to the temple.

The temple entrance is hidden in a tree 50 feet to the east of the temple. If the targets search this particular tree, it requires a DC 12 Wisdom (Perception) check to detect the lines in the bark that outline the door.

A detect magic or similar spell detects an aura of evocation on the temple.

The magical defense cannot be dispelled.

Categories: 5e, Dungeons and Dragons, magical | Tags: , | Leave a comment

Foul Torches


 

Torches line the walls, lit and emitting noxious fumes.

Mechanical Trap

 

The torches burn a poisonous gas, and if extinguished, the gas builds up.

When the targets enter the room, each target must make a DC 11 Consitution saving throw or become poisoned while in the room and for 1d6+1 rounds after leaving.

A DC 8 Intelligence (Investigation) check reveals the burning torches as the source of the poison. Extinguishing the torches ends this effect.

However, once extinguished, the gas in the room builds up. A DC 16 Intelligence (Investigation) check made after extinguishing a torch reveals that they were burning a nearly odorless gas, which can be identified as a gas that causes exhaustion with a successful DC 16 Intelligence (Investigation) check.

Once all the torches are extinguished, each round, each target must make a DC (10 + level of exhaustion) Constitution saving throw or gain a level of exhaustion.

Re-lighting the torches ends this effect, but the levels remain.

A strong wind will clear the room for 1d4 rounds.

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Ceramic Jars


Several ceramic jars are in a room, protected by a wall of force.

Magical Trap

 

The room is filled with acid, held back by the wall of force.

A DC 14 Wisdom (Perception) check reveals that the features in the room are just slightly blurry.

A DC 16 Intelligence (Investigation) check detects that the room is full of liquid.

A DC 18 Intelligence (Investigation) check identifies the liquid as not water, and likely acid.

When the wall of force is removed, the acid spills into the room. All targets within 30′ of the wall take 6d6 acid damage and an additional 2d4 acid damage for the next 1d4 rounds. A DC 16 Dexterity saving throw halves the initial damage, and negates the ongoing damage.

The pots are well-sealed and have protected the contents.

A detect magic or similar spell detects an aura of evocation on the wall.

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Hydraulic Press


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

The ceiling and floor are made of absolutely smooth metal. The doors go floor to ceiling. The top of the doors are sloped and angled.

The floor is calibrated to detect weight. When 200 lbs. of pressure is applied the ceiling starts to lower. It takes 2 full rounds to lower.

While lowering, the doors are stuck and cannot be opened, as they open into the room. The angle and slope of the doors cause them to shut right as the ceiling pushes on them. 

Any creature in the room within 5′ of a door may roll for Initiative. Any target with an Initiative > 20 may escape through the closing doors.

The doors may be destroyed (AC 15, 30 hp) or broken open with a DC 22 Strength check.

Once the ceiling hits the floor, all targets take 100d6 bludgeoning damage, and then the ceiling rises back.

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Bolted Ceiling


 

The ceiling is almost 100 feet high.

Mechanical Trap

 

The ceiling is covered in tightly packed, heavy-tipped crossbow bolts pointing downwards that fall when triggered by a pressure plate.

A DC 14 Wisdom (Perception) check detects the outline of the stone of the pressure plate. It’s as wide as the room and 10 feet long.

A DC 8 Wisdom (Perception) check reveals that the ceiling appears to have bas-relief carvings of something on it. A DC 14 follow-up Wisdom (Perception) check detects that it appears to be covered in small, individual metal studs. If examined under magnification, or if a target gets closer, the crossbow bolts can be seen.

When the pressure plate is stepped on, all the bolts fall from the ceiling. Each target in the room is attacked by 2d12+6 bolts. Each bolt makes a +8 ranged attack for 1d8 piercing and bludgeoning damage.

The pressure plate can be disabled with a DC 14 Dexterity check, however failure sets off the trap.

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Auto Clean


This kitchen is spotless.

Magical Trap

 

The kitchen has an automatic cleaning system.

A DC 16 Intelligence (Investigation) check notes that the kitchen is super clean as if it’s been scoured at every level.

1d4 rounds after the party (i.e. the “contamination”) steps into the kitchen, the magical auto-clean system kicks in. This consists of every square being filled with a swarm of insects

These stay until destroyed or dispelled. They also leave if the party leaves or 10 minutes after the occupants are killed and stripped bare.

A detect magic or similar spell detects an aura of conjuration in the kitchen.

A dispel magic (DC 15) dispels a 20-foot radius sphere of insects. If cast when there are no insects in the room, it disables the trap permanently.

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Metal Shavings and a Magnet


 

The workshop floor is covered in tiny metal shavings.

Mechanical Trap

 

The smithy keeps their finished products behind a locked iron door, that is also trapped.

A DC 14 Intelligence (Insight) check detects that the shavings in front of the door are arranged in a magnetic pole pattern.

The shavings are small enough to puff up in the air as characters walk through them. Removing all the shavings requires a DC 14 Intelligence (Medicine) check. This takes 1d4 rounds and the target may not move while it is happening.

The door requires a DC 14 Dexterity check with thieves’ tools to open.

When the door opens, a large magnet is activated, causing all the metal shavings in the room to be pulled in. Any targets that have not removed the shavings take 4d6 slashing damage and are blinded for 1d10 minutes. A successful DC 16 Constitution save halves this damage and prevents blindness.

A blinded target can be healed with a successful DC 14 Intelligence (Medicine) check. However, failure on this roll permanently blinds the character, requiring a lesser restoration to cure.

If the lock is searched, a DC 16 Wisdom (Perception) check detects a wire in the lock. If this is cut, it disables the magnet.

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Altar-Cation


An evil-looking idol sits atop an ancient, blood-stained altar.

Magical Trap

 

The altar brings confrontation to those that behold it.

A DC 14 Intelligence (Religion) check reveals the god to be a goblin god of mischief and treachery.

Any non-goblin that gets within 30′ of the altar must make a DC 14 Wisdom saving throw. On a failure, the creature acts as if under the confusion spell for 1 minute.

Once affected, or if the save is made, the altar has no effect on that target for 24 hours.

A detect magic or similar spell detects an aura of enchantment on the altar.

A dispel magic dispels teleport effect from the altar or a single affected creature.

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Quicksand


 

The floor is made of hard-packed sand.

Mechanical Trap

 

Water is fed into the sand when the door is unlocked, turning it into quicksand.

A DC 16 Intelligence (Nature) check reveals that the sand is ripe for turning into quicksand if it gets quickly wet.

The door requires a DC 14 Dexterity check with thieves’ tools to unlock.

However, when the door is unlocked, water rushes into the sand from underneath. The entire room turns into quicksand.

All targets in the room are now subject to quicksand rules.

A DC 12 Wisdom (Perception) check detects hidden levers in the lock which control the water flow. These can be disabled, thus preventing the water from flowing into the sand, with a successful DC 15 Dexterity check with thieves’ tools before opening the lock.

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Altar Chamber


Gold and other valuables adorn the altar as gifts.

Magical Trap

 

The altar has an enclosed chamber underneath. When someone steals from the altar, they are teleported to the chamber.

A DC 14 Intelligence (Insight) check detects that, due to the dust pattern, none of these objects have been moved in quite some time.

When an object is picked up, the target must make a DC 17 Constitution saving throw. On a failure, they are teleported to the chamber underneath the altar. 

The chamber under the altar is made from 5′ thick stone blocks. The only real way out is through dimensional travel.

A detect magic or similar spell detects an aura of conjuration on the altar.

A dispel magic (DC 17) dispels teleport effect from the altar, but any trapped creatures remain trapped.

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