Author Archives: pfworks

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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Heavy Jewelry


 

A small jewelry box is under the bed.

Magical Trap

The jewelry box is enchanted to become very heavy when it has been moved away.

When the jewelry box has been moved 1000 feet away from its location, it suddenly becomes very heavy, weighing 1,000 pounds. The lid weighs 500 pounds and requires a DC 18 Strength check to open.

An aura of abjuration on the box can be detected with detect magic or a successful DC 14 Intelligence (Arcana) check.

Dispel magic or a successful DC 16 Intelligence (Arcana) check removes the enchantment from the box.

 

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Fire Revolver


 

A round manhole cover is in the middle of the room. It has a hole in it, but there is a stone slab under the hole.

Mechanical Trap

The manhole cover must be turned clockwise to open. There are 6 matching holes in the stone, each releases a gout of flame when the hole matches up with the cover.

A DC 14 Wisdom (Perception) check notes small scratches in the stone. A successful follow-up DC 12 Intelligence (Investigation) check reveals that these scratches match up with a small metal block attached to the underside of the cover, suggesting it could trigger something when moved.

When the cover is turned, the block hits a small switch on the far side of the hole, which causes a plume of flame to erupt. This plume deals 4d4 fire damage to all targets within 5′, with a DC 14 Dexterity saving throw halving the damage.

If the hole is examined, a DC 12 Intelligence (Investigation) check reveals that the metal block push down a small switch on the side of the hole.

There are six holes. After the sixth hole. the cover and stone underneath may be removed.

The metal may be removed with a DC 16 Dexterity check with thieves’ tools. After the metal is removed, the flames no longer activate.

 

 

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Endless Daggers


 

A delicate, golden chain has been wrapped around the handles of the double doors.

Magical Trap

Removing the chain causes the trap to trigger.

When the chain is removed, a dagger appears in mid-air and flies towards the target. It makes a +4 ranged melee attack for 1d4+1 damage.

An aura of evocation on the chain can be detected with detect magic or a successful DC 14 Intelligence (Arcana) check.

Dispel magic destroys the trap and any existing daggers. The trap may also be disarmed with a successful DC 16 Intelligence (Arcana) check. Closing the doors and putting the chain back halts the daggers, but does not disable the trap.

 

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Minefield


 

A field of tall grass lies before the castle.

Mechanical Trap

The field is rife with mechanical mines.

A DC 14 Intelligence (Nature) check reveals that the growth of the grass suggests that a path has been followed often. A successful DC 14 Wisdom (Survival) check allows the target to follow this path and avoid the mines.

For each move or dash action taken by a target, there is a 1 in 4 chance that the target will step on a mine. When this occurs, a metal contraption springs upwards and shoots small blades everywhere. The target takes 4d4 slashing damage, with a successful DC 14 Dexterity saving throw reducing this damage by half.

Individual mines may be spotted with a DC 16 Wisdom (Perception) check. If the target is moving at more than half speed, this check is at disadvantage. Once spotted, the mine can be easily avoided.

Each individual mine may be disarmed with a successful DC 14 Dexterity check with thieves’ tools. Failure sets off the mine.

 

 

 

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Stoned Ball


 

A velvet cloth lays draped over an object on the table.

Magical Trap

Under the cloth is a crystal ball which turns the viewer to stone.

Looking into the crystal ball, the viewer sees a tiny image of a medusa. The viewer must make a DC 16 Constitution saving throw or become restrained as it starts being turned to stone. On a failure, the creature makes another saving throw at the end of each of its turns. It must make 3 successes before 3 failures or become fully turned to stone.

A spell such as Detect Magic detects an aura of transmutation on the ball.

A spell such as Dispel Magic destroys the ball with a DC 16 spellcaster check. Effects that suppress magic at spell level 6 or above will suppress the ball or an active effect for the duration of the suppression.

 

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Rickety Dam


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

A large pool is at the base of the cave. In the back of the cave is a distressed stone wall that has been constructed across a narrow point in the cave. A stone door is in the wall, and it appears sealed.

The pool is filled with a mild acid. Exposed flesh takes 1 point of acid damage per round exposed. There is a narrow path around the side of the pool that leads to the wall and the door.

The wall holds back another pool of a a basic liquid. The wall is also fragile. Any attempts to breach the wall or the door cause the wall to collapse. When the wall collapses, all targets within 15′ of the wall take moderate damage, with an average Dexterity saving throw halving this damage. However, 1 round later the liquid hits the acid pool. When this happens, all creatures in the cavern must make a hard Constitution saving throw or take 1d2 CON damage. This save must be made again at the beginning of each creature’s turn until they leave the area.

Nothing short of draining the pool or creating high winds can remove this effect.

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Pull Stairs


 

A rope dangles from a long trapdoor in the ceiling.

Mechanical Trap

The rope pulls down a staircase that leads upwards. Several cannonballs have been stacked on the stairs.

A DC 14 Wisdom (Perception) check reveals that the trapdoor is bulging slightly in the middle.

When the stairs are pulled open, the cannonballs cascade downwards. All targets in a 20′ line must make a DC 12 Dexterity saving throw or take 4d4 bludgeoning damage.

While the trap can’t be disarmed, it can be avoided by opening it from behind the stairs, so that the cannonballs roll away from the opener.

 

 

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Wall of Pain


 

Several handholds allow easy access up the wall.

Magical Trap

Some of the handholds cause magical injury to the climber.

Each handhold has a 25% chance of attacking the target with a +4 touch attack which deals 1d8 necrotic damage. A target that takes damage must make a DC 12 Fortitude save or fall, taking the appropriate falling damage. If the trap has been discovered in any way, this save is at advantage.

A spell such as Detect Magic detects an aura of necromancy on individual handholds.

A spell such as Dispel Magic permanently disables an attack on an individual handhold. Effects that suppress magic suppress attacks on all handholds within range for the duration of the suppression effect.

 

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