Author Archives: pfworks

Ice Room


The room slopes on all sides towards a depression in the middle that has about 1 foot of water in it. The rest of the floor is wet.

Magical Trap

 

The water turns to ice, causing the area to become very slippery.

When a target crosses halfway across the room, the pool of water turns to icy slush, and the wet floor becomes slick with ice. Targets in the room must make a DC 14 Dexterity saving throw or fall prone, sliding into the icy water.

It requires a DC 14 Dexterity (Acrobatics) check to move anywhere in the room, including from out of the water. If a move action is more than 1/4 speed, this check is at disadvantage. Failure causes the target to fall and slide in the water, or simply not move if already prone.

A target that starts its turn in the water prone takes 1d4 cold damage. Targets that end their movement, or spend any movement prone in the water take an additional 1d4 cold damage.

The ice lasts for 10 minutes.

A detect magic detects an aura of evocation on the pool of water.

A dispel magic disables the trap, and actually dries out the floor and the pool.

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

Greedy Chest


 

A chest full of jewelry and coins is in the room.

Mechanical Trap

 

The chest lid is spring loaded, controlled by a pressure plate on the bottom of the chest. The edges of the chest lid conceal blades.

After the chest is opened the following can be found.

A DC 12 Intelligence (Investigation) check reveals that the lid seems to have some resistance to moving. This is caused by springs concealed in the hinges, which can be found with a DC 14 Wisdom (Perception) check.

A DC 14 Wisdom (Perception) check detects blades that run just under the lip of the chest lid.

A DC 16 Wisdom (Perception) check detects that the bottom of the chest seems loose.

The bottom of the lid is a pressure plate. When 100gp worth of weight is removed from the chest, the lid snaps shut. The target must make a DC 14 Dexterity saving throw or take 4d6 slashing damage and suffer from the poisoned condition until the damage dealt is fully healed.

The trap can be circumvented by simply adding weight before removing the contents.

It can be disabled by jamming the hinges, which requires a successful DC 14 Dexterity check with thieves’ tools.

If the hinges are removed or broken, or the lid is removed, the trap is activated.

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

Water to Acid


A curtain of water pours over the entrance to the cave.

Magical Trap

 

The water is normal when entering, but turns to acid when leaving.

A DC 14 Wisdom (Perception) check detects pitting in the rocks near the outside of the entrance.

When a target crosses the water exiting the cave, it becomes acid. The target takes 6d4 acid damage and an additional 1d4 acid damage each round for 1d4 rounds. On a successful DC 14 Dexterity saving throw, the damage is halved and there is no ongoing damage.

A detect magic detects an aura of evocation on the inside of the cave entrance.

A dispel magic disables the trap and prevents the water from turning to acid. A successful DC 18 Intelligence (Arcana) check also does the same.

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

Copper Coins


 

A chest full of copper coins sits in the middle of the small room.

Mechanical Trap

 

The copper coins are actually lithium coins that have been painted gold, then copper.

A DC 12 Intelligence (Investigation) check reveals the hint of gold underneath some scratches on some of the coins. A deeper investigation, which involves scratching the paint, reveals that the gold is paint too, and a DC 16 Intelligence (Investigation) check detects that the base coin is lithium.

When the coins are doused in water, the explode. All targets within 10 feet take 4d6 force damage, with a DC 14 Constitution save halving the damage.

If you don’t want the coins to explode, don’t get them wet.

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

Jeweled Sword


An ornate sword hangs on the wall.

Magical Trap

 

The sword is purely ornamental and expensive, but is protected by a magical blade barrier.

When the blade is removed from the wall, a 5 foot thick wall of blades appears behind the target that lasts for 1 hour or until the sword is replaced. Anyone entering the wall takes 6d10 slashing damage, with a DC 16 Dexterity saving throw halving the damage.

A detect magic detects an aura of evocation on the sword. Once the sword is removed, the aura goes away until it is put back. 

A dispel magic (DC 16) disables the trap and also gets rid of the wall should it exist. 

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

Hail of Arrows


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

The approach to the castle is flat and clear for hundreds of yards with only thigh-high grass.

Hidden in the grass are several tripwires. Each of these tripwires causes hundreds of arrows to be launched from the castle to the tripwire spot. The tripwires are a hard perception check to see. If tripped, the targets within 60′ of the tripwire take extremely high damage, with a hard dexterity saving throw halving the damage.

The tripwires, if spotted, can be easily cut and disabled.

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Silver Coins


 

A chest full of silver coins sits in the middle of the small room.

Mechanical Trap

 

The silver coins are actually copper coins painted silver. They are electrified.

A DC 12 Intelligence (Investigation) check reveals the hint of copper underneath some scratches on some of the coins.

A DC 14 Intelligence (Investigation) check lets the character notice that the chest has no metal fittings, not even nails.

A DC 14 Wisdom (Perception) check detects a faint humming noise coming from the chest.

When the coins are touched, the target takes 4d8 electricity damage and is stunned for 1d4 rounds. On a successful DC 14 Constitution saving throw, the target take half damage and is not stunned.

The chest takes 10 minutes to recharge after a discharge.

The trap can be disarmed by moving the chest and cutting the wires that connect it to a charging device in the floor.

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

Ray Sconces


One dozen sconces line the walls, lighting the room.

Magical Trap

 

The sconces fire rays of fire when targets leave the room.

When a target leaves the room, each lit sconce fires a ray at the target. Each ray is a +4  ranged attack for 4d6 fire damage.

A detect magic detects an aura of evocation on each sconce. 

A dispel magic disables a single sconce, extinguishing it.

The flame can also be physically put out without magic. Doing so keeps it unlit for 10 minutes. Unlit sconces do not fire rays.

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

Sock Puppets


 

The cabinet has a small puppet theater built into it. Three puppets are suspended from strings.

Mechanical Trap

 

The puppets strike anyone who opens drawers or doors on the cabinet.

A DC 14 Wisdom (Perception) check detects that the strings are attached to a pulley system above that connects to the back of the cabinet and breaks out into several strings. A search of the puppets reveals that each has a blade concealed under their costumes.

When any of the doors or drawers are opened, a loud twang is heard as the puppets strike out with their blades. The target must make a DC 14 Dexterity saving throw or take 3d4 slashing and piercing damage.

The trap can be disabled by cutting the strings or removing the blades. 

Cutting the strings requires a successful DC 14 Dexterity check. Failure activates the trap.

Removing the blades requires a successful DC 12 Dexterity check. Failure activates the trap and causes the saving throw to be at disadvantage.

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

Force Spikes


The corridor makes a 90 degree turn to the right.

Magical Trap

 

The corner is trapped by a good old fashioned spring loaded spike trap, it’s just that the spikes are invisible force spikes.

A DC 14 Wisdom (Perception) check detects what appears to be an unusual tile in the floor. On closer inspection, this appears to be a pressure plate.

A DC 16 Wisdom (Perception) check reveals 2 sturdy springs embedded on the corner of the intersection in the wall.

When the pressure plate is stepped on, a spiked wall of force appears attached to the springs, which propel them towards the target. This acts as a +12 melee attack for 4d6 piercing damage. Once activated, the wall stays and blocks the path for 10 minutes.

The pressure plate can avoided with a DC 12 Strength (Athletics) check by jumping over it. It can also be disabled via a DC 14 Dexterity check with thieves’ tools.

The springs can be removed with a DC 16 Strength check. They come out as a pair. The wall will still appear on the springs and quickly move through a 90 degree arc if the pressure plate is stepped on. The springs must be more than 100 feet away from the plate to render them inert.

A detect magic detects an aura of evocation on the pressure plate. 

A dispel magic renders the pressure plate and springs inert.

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

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