Author Archives: pfworks

The Door is Ajar


 

A metal door is partially open.

Mechanical Trap

 

The door is also framed in metal and has metal brushes underneath. When the circuit from the bottom frame to the door is complete, it delivers an electric shock.

A DC 14 Wisdom (Perception) check detects the brushes under the door and small scratch marks on the wide metal bottom frame.

The door needs to be opened more to enter the room.

When the door is touched, the circuit between the metal frame and the door is completed. The target takes 6d6 electricity damage and is knocked prone. A DC 16 Constitution saving throw halves this damage and negates the prone condition.

The metal frame can be bypassed easily, but will not be unless specifically avoided. 

The electricity can be shut off by unscrewing the bottom metal frame and disconnecting the wires underneath. This requires a successful DC 16 Dexterity saving throw with thieves’ tools. Failure by 5 or more delivers a shock as above.

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

Fear Mirror


A huge, gilded mirror is in the entryway.

Magical Trap

 

The reflection in the mirror frightens the looker.

When a target passes the mirror, they must make a DC 14 Wisdom saving throw or become frightened for 1 minute, as their reflection shows the target dying a grisly death. Other people see the normal reflection of the target.

A detect magic or similar spell detects an aura of necromancy and illusion on the mirror.

A dispel magic (DC 16) cast on the mirror disables the trap, but also destroys the mirror.

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

Vacuum Tube


 

A small shaft is in the wall.

Mechanical Trap

 

A pressure plate in the middle of the shaft opens up the far door, which leads to a large, vacuum-sealed chamber.

The shaft is horizontal, and is 3’x3′. It is made of uneven stone that sticks out, and is sharp in places.

A DC 12 Wisdom (Perception) check detects that a 3’x’3′ section of stone is a slightly different shade than the rest of the stone. This is the pressure plate that activates the trap. It is placed 20′ from the end of the shaft which ends in a stone wall that has a little moisture on it.

When the pressure plate has weight applied to it, the stone wall at the end of the shaft rapidly slides upwards. All targets within 30′ of the end of the shaft must make a DC 14 Strength (Athletics) check, or be swept down the shaft into the chamber, taking 2d6 bludgeoning and 2d6 slashing damage along the way. They are prone when deposited into the room.

Targets that fail their saving throw cause targets closer to the wall than them to make their save at disadvantage.

The pressure plate can be avoided by planking across the shaft and going over it without touching it. This requires a successful DC 18 Strength (Athletics) check.

The plate can be disabled by wedging it open. This requires a successful DC 14 Dexterity check with thieves’ tools.

Failure of either of these checks activates the trap.

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

Toll Room


This room is extravagant, with gilded everything.

Magical Trap

 

When the room is exited, the target loses an item of value.

When the target exits the room, they must make a DC 16 Charisma saving throw, or lose an item or items worth at least 100 gp. These items cannot come from items directly worn or carried, like armor, shield, weapon, etc.

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

A dispel magic (DC 16) cast in the room destroys the trap, but does not return any items.

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Trampoline Floors


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

The floors turn to trampolines whenever the target needs to fight or perform a task.

When the target does something other than a simple move, the floors become like a trampoline. This causes disadvantage on all attack rolls, saves, and skill checks. Additionally, the target must also make an average Dexterity check or fall prone.

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Why Are There Spikes on the Walls?


 

This circular room has spikes on the walls and a chest in the middle.

Mechanical Trap

 

Opening the chest causes the room to spin rapidly.

A DC 16 Intelligence (Investigation) check while entering the room notes an air gap in the doorway; the room is not connected to the outer hallway.

A DC 14 Wisdom (Perception) check detects various indentations in the walls. Closer inspection and a DC 14 Intelligence (Investigation) check reveal that these indentations were caused by small, sharp objects.

Small wires can be seen by the hinges on the chest with a successful DC 16 Wisdom (Perception) check, as well as the fact that the chest is bolted to the floor.

When the chest is opened, it reveals itself to be full of small, sharp caltrops. Then the room spins rapidly for 1d4+3 rounds. This causes the doors to slam shut.

All targets in the room must make a DC 16 Strength check. On a failure, they are flung against the wall, taking 2d6 bludgeoning and 4d4 piercing damage and becoming restrained.

At the start of a character’s turn, that character takes 1d4 additional piercing damage if they are stuck against a wall. If they are not, they must make a DC 16 Strength check or be flung against the wall. As an action, the target may free itself from the wall with a successful DC 16 Strength check. Movement is 1/2 speed.

A door requires a successful DC 18 Strength check to open, and slams closed immediately if not held open. However, since the room is spinning, in order to escape, the target must make a DC 18 Dexterity (Acrobatics) check. On a failure, the target crashes into the wall, taking 4d6 bludgeoning damage.

After the first round, the caltrops fly from the chest. All targets in the room take 4d6 bludgeoning, piercing, and slashing damage, with a DC 18 Dexterity saving throw halving this damage.

The trap can be disabled by cutting the wires near the hinges. This requires a successful DC 16 Dexterity check with thieves’ tools. Failure sets off the trap, but the caltrops will remain inside of the chest, as the lid is closed.

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

Bug Zapper


Several windows have been opened on the outside of the house.

Magical Trap

 

Each window has been enchanted to automatically detect and remove bugs and other pests from flying inside.

A DC 12 Wisdom (Perception) check detects small traces of scorching around the window frame.

When the plane of the window is entered, jets of flame shoot out from the window. All targets in a 5′ cone take 4d4 fire damage, with a DC 11 Dexterity saving throw halving this damage.

The effect automatically resets.

A detect magic or similar spell or a DC 14 Intelligence (Arcana) check detects an aura of evocation on the window frame.

A dispel magic cast on the window frame destroys the trap.

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

Lowering Room


 

You have entered what appears to be a large ballroom.

Mechanical Trap

 

The room lowers itself to the next level, which is identical in nature in the near vicinity.

When the targets enter the room, they come in through the doors and go through a small, right-angle corridor. Once in the room, the doors cannot be seen.

The room lowers very slowly, taking 3 rounds to lower itself to the next level. It is barely perceptible. It requires a DC 18 Wisdom (Perception) check to detect the movement of the room. 

If the corridor is entered during the movement, it will be obvious as the wall can be seen moving.

Once the room stops moving it’s on the next lower level. The hallways and rooms near this room look identical, although some of the encounters will have appeared to “respawn”.

A DC 18 Wisdom (Perception) check by the doors will detect a very small gap between the walls. A DC 16 Intelligence (Investigation) check reveals that the room itself is not connected to the rest of the building, as if it could move.

A secret door in each hall (DC 16) hides the gear mechanisms for the room. A successful DC 16 Intelligence (Investigation) check is required to activate the mechanism to lift the room back.

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Illusion Lock


A complex-looking lock holds the chest shut.

Magical Trap

 

The lock is an illusion and hides a simpler, non-locking mechanism for opening the chest.

A DC 17 Intelligence (Investigation) check reveals the illusion.

The chest itself requires a DC 14 Intelligence (Investigation) check to open. If the illusion has not been detected, this is at disadvantage.

A detect magic or similar spell or a DC 17 Intelligence (Arcana) check detects an aura of illusion on the chest.

A dispel magic (DC 17) cast on the chest dispels the lock illusion. 

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

Spiky Doorknob


 

The doorknob is a large iron ball.

Mechanical Trap

 

Several spring-loaded blades emerge from the ball when it is turned.

A DC 12 Wisdom (Perception) check detects several small slits in the ball.

When the doorknob is turned, the blades spring out through the slits. This is a +4 melee attack for 4d4 slashing and piercing damage. The blades immediately retract.

One of the rungs is spring-loaded and snaps into the one above it when pressure is applied.

A DC 12 Wisdom (Perception) check detects a small groove on each side of the ladder above a rung.

When pressure is applied to the rung, it depresses slightly then snaps up into the rung above it, but does not lock in place. The target must make a DC 12 Dexterity saving throw or fall, taking 2d6 bludgeoning damage.

The rung can be bypassed with a successful DC 8 Strength (Athletics) check. Failure results in falling.

The rung can also be secured by placing an object in the depression. This requires a DC 14 Intelligence (Investigation) check.

The springs can also be disconnected, which requires a DC 14 Dexterity check with thieves’ tools.

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

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