Author Archives: pfworks

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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Waterfall


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

Slight rumbling can be heard from above. The occasional pebble falls from the ceiling. A rock is wedged into large opening.

The rock can be dislodged with a hard Strength check. However, the rock is also supporting the ceiling. When moved, the river above crashes through. Anyone within 15′ of the rock takes heavy damage, with a hard Dexterity saving throw halving this damage.

The area quickly fills up with water, and all targets in the area start to drown unless measures are taken

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Wall of Barrels


 

Barrels have been stacked floor to ceiling along one wall.

Mechanical Trap

The barrels are filled with a caustic substance. Behind the barrels, the wall is mounted on a piston which pushes the wall into the barrels, knocking them all over. This wall is activated by a pressure plate under one of the stone tiles.

A DC 14 Wisdom (Perception) check reveals that one of the stone tiles just in front of the exit is slightly lifted and less worn than the rest of them. A followup DC 12 Intelligence (Investigation) check shows that the mortar around this tile is actually part of the tile, and that the tile can be lifted out. Underneath the tile is the plate.

If a character exits the room through the exit, the pressure plate is activated unless actively avoided, which can be easily done.

When the plate is activated, the wall pushes against the barrels, knocking them over. All targets within 10 feet of the barrels must make a DC 12 Dexterity saving throw or take 2d6 bludgeoning damage and 4d4 acid damage. Other creatures within 30 feet must make a DC 14 Constitution saving throw or take 2d4 acid damage.

The plate may be deactivated with a DC 14 Dexterity check with thieves’ tools. Failure sets off the trap. The barrels could also be moved. There are 18 barrels. Each one requires a DC 12 Strength check to move. Failure sets off the trap.

 

 

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