5e

Bean There


 

The entryway has a soft dirt floor.

Magical Trap

The dirt has beans scattered just below the surface.

A DC 18 Perception (Wisdom) check shows small bumps on the surface, as if something has been covered with a thin layer of dirt. These are the beans.

A spell or other effect that can sense the presence of magic, such as Detect Magic, reveals magic of an indiscernible school emanating from the ground. (beans)

Any creature that walks on the dirt presses 1d4+1 beans down into the dirt. 1 round later, each bean sprouts into 1d4 shriekers.

If the beans are discovered, they can be easily removed by spending 2d4+1 rounds removing them. Once out of the dirt, they become inert.

 

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A Grate Slide


 

The floor in this hallway is made of highly polished oak planks.

Mechanical Trap

Halfway down the hallway is a trapdoor that runs the width of the hallway. It opens up into a metal chute.

A DC 16 Wisdom (Perception) check reveals the seams of the trapdoor on the floor. Pressing down with a few pounds of pressure causes the trapdoor to open slightly. The trapdoor is 10 feet long and the width of the hallway.

When a creature steps on the trapdoor, it opens up to a 60′ long metal chute at a 60 degree angle. 20 feet down the chute there is a 10 foot long section of raised grating, like a cheese grater. A DC 14 Dexterity saving throw must be made or the creature falls into the chute, taking 2d6 falling damage, and also suffering a +4 melee attack for 2d6 slashing damage from the grater. The creature ends up 52 feet below ground.

Climbing back up the chute requires a DC 16 Strength (Athletics) check.

The trapdoor can be disabled with a DC 14 Dexterity check, but requires something to wedge into it, like spikes or pitons.

 

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Oil Door


 

A swollen wooden door is at the end of the hall.

Mechanical Trap

The inside of the door is made of a self sealing bladder full of oil. The doorknob operates a small drill that punctures the bladder.

A DC 18 Wisdom (Perception) check reveals that the doorknob has a small opening which exposes some gears, which are oily.

When the doorknob is turned, it sends a drill bit into the oily bladder, causing oil to pool under the door and on the other side. The oil creates a puddle in a 5-10 foot radius.

When a creature walks through the door, it must make a DC 14 Dexterity saving throw or fall prone. Standing up requires a DC 14 Dexterity (Acrobatics) check. Otherwise, the prone creature may crawl 5 feet per round.

The drill may be disabled by jamming or disconnecting the gears. This requires a DC 14 Dexterity check, and this check had advantage if thieves’ tools are used.

 

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Acid Trip


 

The desk drawer is locked, and scored with some deep gashes in the wood.

Magical Trap

The drawer requires a DC 16 Dexterity check to unlock. It can also be forced with a DC 16 Strength check, but that will break the drawer.

A DC 16 Intelligence (Investigation) check reveals that the scored marks in the drawer are burn marks, likely from acid.

A spell or other effect that can sense the presence of magic, such as Detect Magic, reveals an aura of conjuration around the lock.

When the drawer is opened, either by force or unlocking, an acid blob flies out from the desk. The creature opening the drawer and 1 additional creature within 5 feet must make a DC 11 Dexterity saving throw or take 1d6 damage.

The trap can be disabled with a Dispel Magic spell or similar effect.

 

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Anvil Trap


 

A long trap door is in the ceiling, with a pull rope hanging down.

Mechanical Trap

The trapdoor pulls down into a set of stairs to ascend to the attic. Balanced on the edge is a heavy anvil.

If the rope is pulled, a DC 16 Wisdom (Perception) check allows the creature pulling the rope to sense a shifting weight from above. If the check succeeds, the creature gains advantage on the Dexterity check to avoid the anvil.

When the trap door is opened, the anvil falls downwards. The creature opening the door must make a DC 14 Dexterity (Acrobatics) check or take 2d6 bludgeoning damage from the anvil.

The trap can only be disarmed from the attic, and not from below. If approached from the attic side, no check is necessary to disable the trap.

 

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Gas Room


 

The door to this large larder has been propped open.

Mechanical Trap

A metal rod extends out 2 inches from the floor, and holds the door open. The door opens out. On the other side of the door, powerful springs are present. A pressure plate in the room causes the rod to descend into the floor, closing the door. The room is filled with an unbreathable gas.

A DC 12 Wisdom (Perception) check shows that the rod can retract, and a separate DC 12 Wisdom (Perception) check reveals the springs behind the door. The pressure plate can be spotted with a successful DC 14 Wisdom (Perception) check. The air in the room can be detected as not breathable with a DC 14 Intelligence (Nature) check from just outside the room. This roll has advantage if checked from within the room, and no check is necessary once the door shuts.

When the plate is activated, the door swings shut. Those within 5′ of the door may either try to escape via a DC 14 Dexterity check, or stop the door from closing. A successful DC 12 Dexterity check followed by a DC 12 Strength check will keep the door from closing. However, as soon as the door is left unattended, it will shut. Once shut, it requires a DC 16 Strength check to open the door. The door can also be broken, and has AC 15 and 27hp.

Those in the room once the door shuts will begin to suffocate after 1 round.

The pressure plate can be disabled with a DC 14 Dexterity check, and the check has advantage of thieves’ tools are used. The springs on the back of the door can also be disabled with the same check, or broken. A DC 16 Strength check is required to remove them from the door. They can also be destroyed, and have AC 19 and 10hp.

Once the door is shut, it must be opened or destroyed. The plate has no effect, and the springs cannot be accessed.

 

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A Better Dart Trap


 

The walls of the hallway are made of red brick.

Magical Trap

The bricks are discolored and have gouges and chips in them. A taut tripwire holds back a spring loaded crossbow that fires small darts, and activates the trap.

A DC 12 Wisdom (Perception) check reveals the a tripwire that is hooked to the one wall, and enters the wall where the dart is fired from. The tip of a dart can be seen in a deep hole in the wall with a DC 14 Wisdom (Perception) check.

A spell or other effect that can sense the presence of magic, such as Detect Magic, reveals an aura of transmutation about the hole. Weapons fired from the hole gain a +1 bonus to attack and damage rolls.

When a creature trips the wire, the dart attacks with a +3 ranged melee attack for 1d4+1 piercing damage.

The trap can be avoided by stepping over the wire. A DC 12 Dexterity check disables the trap. If thieves’ tools are used, the check has advantage.

 

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Pain of Glass


 

A ladder reaches up almost to a window just big enough to haul yourself through.

Mechanical Trap

The glass in the window above has been broken, and some jagged shards have been left in the window sill. The window is 20 feet above the the ground, and 5 feet above the top of the ladder.

Small bits of glass below the ladder can be spotted with a DC 12 Wisdom check (Perception). Once a creature is within 10 feet of the window, a DC 14 Wisdom (Perception) check will reveal that a slight breeze moves through the window.

If a creature climbs through the window by grabbing the sill, the sill makes a +2 melee attack for 1d4 piercing damage. If the creature is damaged, the creature must make a DC 14 Dexterity (Acrobatics) saving throw or fall, taking 2d6 falling damage.

 

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Grater Doors


 

A wide doorway opens to the next room. It appears that there are two separate pocket doors that close together.

Mechanical Trap

This trap uses a pressure plate to trigger two spring loaded doors on each side to quickly close. The pressure plate runs the entire width of the door frame, and is as deep as the door frame. The inside of each door contains a metal grating similar to a cheese grater.

The pressure plate can be spotted with a a successful DC 12 Wisdom check.  (Perception) It can be wedged open with a DC 14 Dexterity check with thieves’ tools. It will remain disabled for 1d4+1 rounds.  If no tools are used, the check has disadvantage. The plate can be disabled permanently with a DC 17 Dexterity check with thieves’ tools, and as before, the check has disadvantage without tools. A DC 5 Strength (Athletics) check will allow a creature to safely jump over the pressure plate.

If the sides of the door frame are inspected, the grating can be made out with a DC 13 Wisdom (Perception) check.

When the pressure plate is stepped upon, the doors quickly close. Those in the doorway must make a DC 14 Dexterity saving throw or be caught between the two doors. Those caught take 3d6 piercing and slashing damage. They are also restrained, and must make a DC 12 Strength (Athletics) check as a standard action to free themselves.

 

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Razor Lid


 

This room has a long red wooden chest in the middle, flanked by couches. The top is flat, and a vase with dead flowers sits atop it.

Mechanical Trap

This trap has a single component. The lid is 2 inches high and sits flush on the bottom of the box. It can be easily lifted by prying a finger into the seam and lifting. However, along the entire seam on the lid runs several small razor blades that have been embedded into the wood.

Irregularly placed pieces of metal can be seen from the side of the chest in the seam with a DC 14 Wisdom (Perception) check. A DC 14 Dexterity check is required to remove the lid without suffering damage. Anyone wearing any kind of armored gloves gains advantage on the Dexterity check.

The razor blades deal 1d6 slashing damage.

 

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