Author Archives: pfworks

Pull My Finger


A statue sits next to the door. Its arm is outstretched and has one finger pointing down the hall.

Magical Trap

 

The finger open the door, but also sets off a magical trap.

A DC 12 Intelligence (Investigation) check reveals that the door can be opened by pulling the finger of the statue.

When the finger is pulled, that target takes 7d8+30 necrotic damage, with a DC 17 Constitution saving throw halving this damage.

If a target is killed by the damage, their soul becomes trapped inside the statue. The statue must be destroyed to release the soul, using a disintegrate spell.

A detect magic detects an aura of necromancy on the statue.

A dispel magic (DC 17) negates the trap for 10 minutes. Only a disintegrate destroys the trap permanently.

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

Land Mine


A narrow path winds through the thick undergrowth.

Mechanical Trap

 

Several branches cross the path. One of these is attached to a bomb hidden in the bushes.

A DC 14 Wisdom (Perception) check detects that one of the branches is not growing from a bush, but rather, has been placed in the bush. A round iron object can be seen inside the bush.

If the branch is moved in any way, which it will be unless deliberately avoided, it sets off the bomb. All targets in a 30′ radius take 6d6 fire damage, with a DC 14 Dexterity saving throw halving this damage.

The branch can be carefully removed with a DC 14 Dexterity check with thieves’ tools. Failure sets off the bomb.

The bomb can be directly defused with a DC 14 Intelligence (Investigation) check. Failure sets off the bomb.

The surrounding area is difficult terrain, and also deals 1d4 slashing damage per movement due to thorns and briars.

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Golden Lamps


A few golden lamps sit on a table with oily trails of smoke from the flames.

Magical Trap

 

The lamps are made of a gold alloy. When lit, they counteract the protective wards surrounding this place.

If the lamps are extinghuished, the wards become active. Moving the lamps extinguishes them unless a DC 14 Dexterity (Sleight of Hand) check is made.

When the wards activate, all non-evil targets in the room must make a DC 14 Wisdom saving throw. On a failure, the target gains 1 level of exhaustion, loses 1d4+2 points of Wisdom and takes 6d6 necrotic damage.

A detect magic detects an aura of necromancy in the room, and an aura of abjuration on the lamps.

A dispel magic will take out the lamps first, which sets off the trap. The wall can be targeted with a successful DC 16 Intelligence (Arcana) check.

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Arrow Slot


A wide hallway ends in a door. The door has an arrow slot in it.

Mechanical Trap

 

On either side of the door are concealed holes that allow a ballista to fire through them.

A DC 16 Wisdom (Perception) check detects two spots on either side of the door that are slightly discolored, about 1 sq foot each.

A DC 18 Wisdom (Perception) check detects that on either side of the middle of the hallway, there are two tiles in the floor which are less worn and are identical to each other.

 When one of these tiles is stepped on, the corresponding ballista fires. This is a +8 ranged melee attack for 4d6 piercing and bludgeoning damage that hits the first target in a line from the concealed hole in the wall.

The tiles can be disabled with a DC 14 Dexterity check with thieves’ tools. Failure causes the ballista to fire.

The tiles can also be easily avoided by walking in the center of the hallway.

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Paper Wall


A paper wall separates the rooms.

Magical Trap

 

The paper turns to glass if it is ripped or broken.

The paper wall is AC 5 and has 5 hp. It can also be broken with a DC 5 Strength check. When a target breaks or rips the paper wall, the paper immediately turn to hundreds of glass shards. The target takes 6d6 slashing and piercing damage, with a DC 14 Dexterity saving throw halving the damage.

A detect magic detects an aura of transmutation on the wall.

A dispel magic causes the wall to not change to glass when broken.

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Don’t Listen at the Door


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

A sign on the door says “Private”.

The door is enchanted so that anyone who tries to listen at the door is punished. When someone listens at the door, a focused force and sonic wave hits the other side of the door. The target takes heavy sonic and force damage, is stunned for 1d4 rounds and is permanently deafened. With a successful hard Constitution saving throw, the damage is halved, the stun duration is cut to 1 round and the deafness lasts 1d4 hours.

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Furnace and Bellows


A metal door leads to the next room.

Mechanical Trap

 

When the door is opened, it activates a bellows that blows across a hot forge through a small opening in the door.

A DC 12 Wisdom (Perception) check detects slight drafts of warm air from the door.

A DC 14 Intelligence (Investigation) check reveals a cleverly hidden hatch in the door that cannot be opened from this side, but is slightly venting hot air.

The door itself requires a DC 16 Dexterity check with thieves’ tools to unlock. While unlocking, a DC 16 Wisdom (Perception) check detects a small wire from the lock leading up into the door.

If the door is unlocked, the hatch opens up, spouting hot air and flame. All targets in a 30′ cone in front of the door take 6d6 fire damage, with a DC 14 Dexterity saving throw halving this damage.

If the wire is cut and gently moved aside, the trap will not go off. This requires a DC 14 Dexterity check with thieves’ tools. Failure sets the trap off whether or not the door is unlocked.

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Shadow Steps


A bridge made of bones crosses a deep chasm, leading to the castle entrance.

Magical Trap

 

The bone bridge is littered with extra-planar unstability, making it difficult to cross.

A DC 16 Wisdom (Perception) check detects that there is something unusual about the bridge, as if spatial perception is a little off.

A DC 18 Intelligence (Arcana) check reveals that there are several places along the bridge that have extra-planar rifts in them.

When a target crosses the bridge, they must make a DC 14 Dexterity check after each movement or fall off the bridge, taking the appropriate falling damage due to moving more or less distance from the rifts.

A target may also make a DC 16 Intelligence (Arcana) check. If this check is successful, they may make the movement uninpaired.

A detect magic detects an aura of conjuration on the bridge.

A dispel magic (DC 18) dispels the rifts.

 

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Crossbow in chest.


A metal chest is here.

Mechanical Trap

 

When the lid is opened, a small crossbow fires a bolt.

The chest itself requires a DC 14 Dexterity check with thieves’ tools to open. When opening, a DC 18 Wisdom (Perception) check detects a very small wire.

If this is missed, and the lid is opened, the target suffers a +4 ranged attack for 1d4+2 piercing damage.

If the wire is seen, it can be cut with a DC 12 Dexterity check with thieves’ tools. A failure causes the crossbow to fire.

Once a hole is made, it requires a DC 12 Strength (Athletics) check to climb out onto the floor. If the hole is made near an exit, this check is at advantage to climb into the doorway.

The floor still tips over if 300lbs or more of weight is applied.

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Invisible Spikes


The stone wall has several recessed spots that make excellent handholds.

Magical Trap

 

A few of the handholds near the top have spikes materialize in them when a hand is put and pressure is applied.

The wall itself, with the handholds requires a DC 8 Strength (Athletics) check to climb.

When a target nears the top, when bodyweight is applied to a handhold, spikes magically appear, piercing the hand. The target must make a DC 14 Dexterity saving throw or take 1d4 piercing damage and fall, taking 1d6 falling damage per 10 feet.

A detect magic detects an aura of evocation in the handholds.

A dispel magic disables the trap and destroys and existing spikes.

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