Author Archives: pfworks

Hot Floor


The floor is made from smooth black rock.

Magical Trap

 

The floor heats up as it is walked on.

When a target walks on the floor, it begins to heat up. 

For the first 1d4 rounds, the floor is uncomfortably hot, but does not damage. It does, however, confer disadvantage on all Dexterity based checks, saves and rolls.

After 1d4 rounds, the floor deals 1d6 fire damage to anyone standing on it at the beginning of their turn.

Once the floor is vacated, it stops dealing damage in 1d4 rounds, and stops being hot in another 1d4 rounds.

A detect magic or similar spell detects an aura of transmutation on the floor.

dispel magic dispels the heat effect. However, if already heated, the floor still takes the normal amount of time to cool down.

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

Gas Lights


The room is brightly lit by several wall-mounted gas lights.

Mechanical Trap

 

The gas lights burn enough to lower the oxygen level in the room.

When the targets enter the room, they must make a DC 16 Consitution saving throw every minute. On a failure, they begin to partially asphixiate. This causes a level of exhaustion and also confers the poisoned condition on the target.

A DC 14 Intelligence (Nature) check allows a character to detect that the air in the room is somewhat stale.

The lights can be turned off via a hidden switch in the wall (DC 14 Wisdom (Perception) check).

The flames can be put out, but then the gas will just pour into the room, having the same effect. Additionally, if any open flame enters the room, the air will explodes, causing 2d6 fire damage per extinguished lamp. A DC 14 Dexterity saving throw halves this damage.

If a flame is put out, the lamp can be stuffed with cloth to close off the flow of gas into the room. This requires a successful DC 12 Dexterity check.

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Flypaper Wall


The wall is made of irregular rock.

Magical Trap

 

The wall is easily climbed. However, it becomes very sticky when done so.

The wall can be climbed with a DC 5 Strength check. However, when a target climbs 10 feet, the wall becomes covered in a very sticky substance. When this happens, the target may leap free with a successful DC 12 Dexterity saving throw.

On a failure, or if the target chooses not to jump, they adhere to the wall. The target can pull themselves away with a DC 16 Strength check.

A detect magic or similar spell detects an aura of evocation on the wall.

dispel magic dispels the trap, either before it’s activated, or, after activation, by causing the stickiness to go away.

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Midas Touch


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

Gold statues are randomly placed thorughout the castle.

Whenever anything of value is picked up in the castle, the target must make an average Constitution saving throw. On a failure, they will turn into a gold statue in 5d10 minutes.

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Wrong Way Nails


The wooden floor here looks old.

Mechanical Trap

 

The floorboards all sink slightly when walked on, exposing the sharp nails underneath.

A DC 12 Intelligence (Investigation) check notes that there are no nails holding the boards in place. A followup DC 14 Wisdom (Perception) check finds that the boards are littered with small nail holes, that, due to the wood, have swollen shut.

When the floor is stepped on, it depresses about an inch, exposing the nails from underneath. The target must make a DC 14 Dexterity saving throw on each movement action spent on the floor. On a failure, they take 1 hp of piercing damage, and must make a DC 14 Constitution saving throw or become poisoned for 1 day.

Laying down any material at least 1 inch thick over the walking area prevents the nails from striking the target.

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Cold-Eye


A small peephole looks into the next room.

Magical Trap

 

The peephole is magically protected and must be disarmed with a password.

A DC 12 Wisdom (Perception) check detects a small rune near the peephole.

When the peephole is used, unless the trigger word is spoken, the target must make a DC 14 Dexterity saving throw. On a failure, they are hit in the eyes for 2d6 cold damage and are blinded for 1d4 hours. A successful DC 14 Constitution saving throw reduces the blindness to 1 round.

A detect magic or similar spell detects an aura of evocation on the rune.

dispel magic dispels the trap. A DC 14 Intelligence (Arcana) check destroys the rune, which also dispels the trap.

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Explosive Bolts


The door is barred from this side.

Mechanical Trap

 

The bolts are rigged to explode when the door is unlocked.

A DC 12 Wisdom (Perception) check detects small traces of powder next to some of the bolts. A DC 14 Intelligence (Investigation) check identifies this powder as explosive.

The door requires a DC 14 Dexterity check with thieves’ tools to unlock. However, once unlocked, the 12 bolts on the door explode. All targets in a 15′ cone in front of the door take 12d6 piercing, bludgeoning and fire damage, with a DC 14 Dexterity saving throw halving this damage. The door is also destroyed.

The bolts must be emptied of the powder to disarm the trap. Removing the bolt requires a wrench and a DC 8 Strength check. If no wrench is available, the bolts may be removed by hand with a DC 16 Strength check at disadvantage.

When the bolt is removed, the powder falls harmlessly to the floor. Each bolt removed reduces the damage by 1d6. When all 12 bolts are removed, the door does no damage.

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Brain Pick


The small jewelled box is delicate, with an intricate lock.

Magical Trap

 

The lock causes the picks to damage the target’s brain.

The lock requires a DC 16 Dexterity check with thieves’ tools to open. On a success, the trap is triggered.

When the lock is opened, the target feels a sharp, piercing pain in their head. The target takes 4d6 psychic damage and must make a DC 14 Intelligence saving throw. On a failure, the target loses 1d6 Intelligence. This is permanent ability damage.

A detect magic or similar spell detects an aura of enchantment on the lock.

dispel magic (DC 16) dispels the effect from the lock.

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Spring-Loaded Door Bar


The door is barred from this side.

Mechanical Trap

 

When the bar is lifted, powerful springs shoot it up and out.

A DC 12 Wisdom (Perception) check detects that the bar does not sit flush on the supports. Closer examination reveals the tops of two springs that the bar is resting on.

When the bar is lifted, the lifter must make a DC 14 Dexterity saving throw. On a failure, they take 2d6 bludgeoning damage and are stunned for 1d6 rounds.

If the bar is lifted from more than 5 feet away, it does no damage to the target.

The springs can also be disarmed with a DC 14 Dexterity check with thieves’ tools. Failure sets off the trap.

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Dispelling Lock


The desk has a single drawer, which is locked.

Magical Trap

 

The lock dispels magic effects when it is opened.

The lock requires a DC 14 Dexterity check with thieves’ tools to open. When it is opened, any ongoing magic effects on the target are dispelled as if a dispel magic were cast. Any spell effect of level 5 or greater is unaffected.

A detect magic or similar spell detects an aura of abjuration the lock.

dispel magic dispels the effect from the lock.

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