Author Archives: pfworks

Glove Box


A thick glass glove box is here, with gold coins on the inside.

Mechanical Trap

 

The box is locked and the glass is very thick. The gloves have small, poisoned needles inside the fingers.

A DC 8 Wisdom (Perception) check locates the inside of the lock in the box. It looks like it could be easily opened from the inside.

When the target puts there hand inside the gloves, they must make a DC 12 Dexterity saving throw. On a failure, the micro-needles deal 1 hp of piercing damage, and then cause the hands to immediately swell up.

While the hands are swollen, they cannot be retracted from the gloves. In order to get out, the box must be broken and the gloves cut off, or a lesser restoration can be used.

The box has AC 20 and 30 hp.

The lock can be opened from the inside with the gloves with a DC 10 Dexterity check, but not while the hands are swollen.

The lock can be picked with a DC 16 Dexterity check with thieves’ tools.

If the target is wearing at least leather gloves, the micro needles will have no effect. But this grants disadvantage to the check to open the lock from the inside.

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

Gusty Window


A single large window looks out from the top of the tower.

Magical Trap

 

The window is open and looks out over the landscape. However, creatures that stand in front of the window are hit by a huge gust of wind.

When a target stands in the 5 foot square in front of the window, they must make a DC 10 Strength (Athletics) check as a gust of wind pushes them from behind. On a failure, they are blown out the window, where they fall, taking 10d6 falling damage.

A detect magic detecs an aura of evocation on the window frame.

A dispel magic neutralizes the wind permanently.

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

Ink and Needle Trap


An old wooden chest is hidden behind a cupboard.

Mechanical Trap

 

The chest is locked with a cheap lock that has a small needle. 

A DC 10 Wisdom (Perception) check detects a needle coated in a dark substance.

A DC 12 Intelligence (Investigation) check identifies the substance as ink.

It requires a DC 8 Dexterity check with thieves’ tools to open the lock. Upon opening the lock, the target must make a DC 10 Dexterity saving throw or be stuck by the needle, taking 1 hp of piercing damage. The area around the puncture immediately turns a dark purple. This is just ink, and has no effect. It takes 1d4 weeks for it to disappear on its own.

The needle can be removed with a DC 8 Dexterity check. Using thieves’ tools grants advantage.

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

Mis Demeanor


Several valuables are on display in this office.

Magical Trap

 

The office (by way of the carpet) has been enchanted such that if anyone removes valuables, they are cursed.

When a target leaves the carpeted area in the office, which covers all of the floor except for a 2′ wide border around the edges, they must make a DC 14 Charisma saving throw. On a failure, they are cursed, causing all Charisma-based rolls to be at disadvantage. This curse can only be removed via remove curse and is otherwise permanent.

A detect magic detecs an aura of necromancy on the rug.

A dispel magic (DC 15) neutralizes the rug, but does not remove any ongoing curse effects.

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

Cannonball Alcove


An alcove has a depression filled with shiny dust.

Mechanical Trap

 

If the dust is removed, it activates a pressure plate the causes a cannonball to drop from above.

A DC 10 Intelligence (Investigation) check identifies the dust as diamond dust.

When the dust is moved, it reveals a pressure plate that activates. A cannonball falls from the top of the alcove. The target must make a DC 12 Dexterity saving throw or take 1d6 bludgeoning damage. The target also has disadvantage on all Dexterity based rolls until the damage from the cannonball is healed either magically or otherwise.

The dust can be removed with a DC 14 Dexterity (Sleight of Hand) check without triggering the pressure plate.

The hole above the dust where the cannonball falls can be blocked with a DC 12 Dexterity check with thieves’ tools, if material and tools are available, at least 1 inch thick of wood or 1/16 inch metal.

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

Acid Cloud


A pitted iron chest is here.

Magical Trap

 

The chest produces a cloud of acid when opened.

A DC 12 Intelligence (Investigation) check detects that the pits on the chest are from acid exposure.

When the chest is opened, requiring a DC 14 Dexterity check with thieves’ tools, a 5′ diameter cloud of acid surrounds the target. The target can make a DC 12 Dexterity check to avoid the acid cloud. On a success, the target takes 1d4 acid damage. On a failure, the target takes 4d4 acid damage.

As long as the chest is open, the cloud follows the target. At the beginning of the target’s turn, they take 4d4 acid damage if they are surrounded by the acid. If not, they have to make the Dexterity check above as the acid cloud re-appears to surround them.

A detect magic detecs an aura of evocation on the chest.

A dispel magic removes the cloud, but it reappears in 1d4 rounds if the chest is still open. If the chest is closed, the trap is destroyed.

Closing the chest removes the cloud. 

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

Keystone


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

A large stone is by the door. It contains a keyhole.

A special key is required to open the door. It is solid stone and will not open otherwise.

The lock can be picked, but it is hard. It requires a hard dispel magic and 3 hard Dexterity checks with thieves’ tools with no more than 2 failures. If the dispel magic fails, or the lock picking fails, it causes the trap to go off.

When the trap goes off, the entire area extending out 100′ from the building perimeter turns into quicksand and the building begins to sink. All targets in this area have their speed reduced to 1/4. Each round, they must make a hard Strength (Athletics) check or sink under the surface, where they start drowning and are considered grappled. On a success, they can move and the grappled condition is removed.

Once the building sinks, which taked 1d8 + 8 rounds, the ground becomes solid again, instantly killing any creature grappled by it.

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Flint Wheel


A metal hatch with a wheel is in the wall.

Mechanical Trap

 

The hatch has a small gas jet and flint installed on the inside of the hatch.

A  DC 10 Intelligence (Investigation) reveals that the stone around the hatch is made from flint.

When the wheel is turned 8 times, the hatch opens. While turning the wheel, a DC 16 Wisdom (Perception) check detects the faint smell of gas coming from the hatch.

When the hatch is opened, it scrapes against the flint, causing a spark that ignites the gas. All targets within 30′ of the hatch take 6d6 fire damage, with a DC 14 Dexterity saving throw halving the damage. Also, the first target in a 20′ line in front of the hatch must also make a DC 16 Dexterity saving throw or take 4d6 bludgeoning damage from the hatch, as it is blown off.

The gas valve can be disabled by pinching off the feed line inside the wheel. This requires a DC 16 Dexterity check with thieves’ tools. Failure causes the line to rupture. This adds 2d6 to the fire damage when the hatch is opened.

The hatch opening around the sides can also be carefully covered with thin cloth or a similar substance with a successful DC 18 Dexterity check with thieves’ tools. Failure results in the trap going off if the hatch is opened.

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

Fire Curtain


The inside of the archway is covered by a thin sheet of flames.

Magical Trap

 

The flames are fanned by a gust of wind if a target gets too close.

A DC 12 Intelligence (Investigation) check reveals the source of the flames. Several small jets are installed in the top and bottom of the arch, and seem to be the source of the flame.

When a target gets within 10′ of the flames, a gust of wind blows the flames towards the target. All targets within 15′ of the wall take 6d6 fire damage, with a DC 14 Dexterity saving throw halving this damage. Any target that enters the flame wall is also subject to this damage.

After this, the trap acts at Initiative 20. As long as a target is within 10′, it will blow the wind through the flames.

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

A dispel magic disables the gust of wind, leaving behind the flames.

The flames can be doused normally, but unless the jets are plugged, they will re-light in 1d4 rounds.

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

Garderobe Hatch


A thick stone hatch has been installed in the ceiling.

Mechanical Trap

 

This hatch is used to empty the garderobe above. It has not been opened for some time.

A DC 8 Wisdom (Perception) check detects the faint smell of sewage from above.

A DC 12 Intelligence (Investigation) check detects that the stone plug has been lined with some kind of material that acts as a waterproof seal.

The hatch can be opened by spinning the wheel on it until it clicks twice, then it falls open. However, when this happens, raw sewage pours into the room. All targets in a 20′ circle under the hatch must make a DC 16 Dexterity saving throw. On a failure, they are covered in sewage. They must make a DC 11 Constitution saving throw. On a failure, they contract sewer plague. Also, on a success or failure, the target becomes poisoined until they spend at least 5 minutes with 1 gallon of water to clean up.

The first click sets up the hatch to be opened from the garderobe above. Once this first click happens, a wheel can be turned in the garderobe above to open the hatch safely.

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

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