Dungeons and Dragons

Loose Stairs


 

Stone stairs lead down into the cellar.

Mechanical Trap

 

The stairs are loosely stacked stone slabs and are not supported. They collapse then used.

A DC 12 Intelligence (Investigation) check reveals the stairs are not held together by anything.

When a target steps on the stairs, they must make a DC 12 Dexterity saving throw. On a failure, they fall as the stairs collapse, taking 3d6 bludgeoning damage and falling prone.

In order to bypass the stairs, they will have to be collapsed first, which can be done with a DC 12 Strength check from the top.

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Snake Ladder


A ladder leads upwards.

Magical Trap

 

The ladder sides and rungs turn into snakes.

When a target gets halfway up the ladder, the rungs and sides turn into snakes.

All targets on the ladder must make a DC 14 Dexterity saving throw or fall, taking 2d6 falling damage. Those that save will be attacked by 1d4 snakes each round. Each snake makes a +2 melee attack for 1d4 damage. On a successful hit, the target must make a DC 12 Constitution saving throw or lose 1d2 points of CON.

The target may release at anytime as a free action and fall. Climbing down the snakes requires a DC 16 Strength (Athletics) check. Each round the target is on the snake ladder, they are subject to the snakes’ attacks.

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

The ladder can be neutralized with a dispel magic.

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Falling Trees


 

A small path winds through the thickly wooded forest.

Mechanical Trap

 

Two of the trees have been cut and placed back on their stumps. They are connected together by a low hanging rope, concealed beneath underbrush.

A DC 12 Wisdom (Perception) check reveals that the pile of leaves and underbrush ahead looks unnatural.

A DC 12 Intelligence (Investigation) check spots that two of the trees appear to be misaligned with their bases.

When a target walks through the pile with the rope underneath, the two trees fall inward. The target must make a DC 12 Dexterity saving throw or take 4d6 bludgeoning damage.

Simply cutting the rope and/or pushing the trees over neutralizes the trap.

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Springboard


A wooden balcony hangs from the top of the tower.

Magical Trap

 

The balcony has been enchanted for the boards to warp when a target nears the edge.

A DC 16 Intelligence (Investigation) check reveals evidence that the area near the edge has been stressed, as if it had been bent or something like that.

When a target gets within 5′ of the edge, the boards warp and spring back. The target must make a DC 16 Dexterity saving throw or be thrown from the balcony, taking 4d6 falling damage and is knocked prone.

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

The balcony can be neutralized with a dispel magic.

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Splintered Floor


 

The wooden floor is heavily splintered.

Mechanical Trap

 

A pressure plate is at the far end of the room that causes all the splinters to fire.

A DC 14 Intelligence (Investigation) check notes that the grain of the splinters does not exactly match the flooring.

A DC 12 Wisdom (Perception) check spots a slim, rectangular outline in the floor in front of the exit.

When the pressure plate is stepped on, it activates a bellows which causes all the splinters on the floor to shoot upwards. All targets in the room take 3d6 piercing damage, with a DC 14 Dexterity save halving the damage. Additionally, targets that failed their save are distracted by the splinters lodged in them. They have the poisoned condition until they can spend 10 minutes removing the splinters.

The pressure plate can be disabled with a DC 12 Dexterity check with thieves’ tools. Failure by 5 or more sets off the trap.

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Stone Limbs


The door pull has a stone hand attached to it.

Magical Trap

 

The door pull has been cursed to turn the target’s hand to stone.

A DC 12 Wisdom (Medicine) check reveals that the stone hand has wounding consistent with being cut off.

If the target pulls on the hand or the pull to open the door, they must make a DC 14 Constitution save or have their hand become stone. The hand is attached to the door pull and cannot be removed.

Only a greater restoration spell can turn the hand back to flesh.

The hand can be removed by chopping it off. The target takes 2d6 slashing damage if the hand is removed.

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

The door can be neutralized with a dispel magic (DC 14).

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Falling Grave


 

Offerings lay on top of this grave.

Mechanical Trap

 

The gravestone is over 10 feet tall and made of solid granite. It falls on any would be grave robber.

A DC 12 Wisdom (Perception) check notes that the offerings are all confined to a small area on the grave. 

If anything is removed from the grave, the target must make a DC 14 Dexterity saving throw or take 6d6 bludgeoning damage from the falling grave and is knocked prone and becomes restrained. It requires a DC 14 Strength check to free oneself, or the target can spend 1d6 rounds digging their way out of it.

If the offering area is examined, it requires a DC 12 Dexterity (Sleight of Hand) check to find a small ridged platform that contains the offerings. Failure on this check sets off the trap.

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

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The Ugly One in the Mirror


Something strange is stirring in the mirror up ahead.

Magical Trap

 

The mirror switches visages with the target, and the one in the mirror ain’t pretty.

When a target is within 30′ of the mirror, they must make a DC 14 Wisdom saving throw or be compelled to walk towards the mirror and look into it. When the target is within 5′ of the mirror, they get a second DC 16 Wisdom saving throw. On a failure, they switch faces with the ugly person in the mirror. This causes the target’s Charisma bonus to drop to -3 (although their score remains the same for the purposes of ability damage).

While walking towards the mirror, if another character tries to intervene, the target can make a second DC 14 Wisdom save to stop.

Once the faces have been swapped, the target can only be put back be a remove curse. When that spell is cast, the face inhabits the nearest mirror, and that mirror is now identical to the one that cursed them.

A detect magic detects an aura of transmutation on the mirror. A DC 20 Intelligence (Arcana) check reveals an arcane presence inhabiting the mirror.

The mirror can be neutralized with a dispel magic, however, as above, the face moves to the next nearest mirror. In order to keep the face from moving, the only way is to banish the mirror to another plane, as the face cannot jump across planes.

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Tilting Stairway


 

A wooden staircase leads downwards.

Mechanical Trap

 

The stairs are set to slope downwards when weight is applied.

Each time weight is added to a stair (i.e it is stepped on), all the stairs tilt slightly. Each movement has a cumulative 25% chance of causing the stairs to tilt so much as to cause the target to trip and fall. When this happens, the target must make a DC 12 Dexterity save or fall down the stairs, becoming prone and taking 3d6 bludgeoning damage.

A DC 12 Wisdom (Perception) check notes that the stairs move slightly when used.

A DC 14 Dexterity check with thieves’ tools disables the rod going down the side of the stairs which tilts them. Failure, however, causes all the stairs to move to a vertical position.

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Moon Door


As the moonlight shines in through the window, a door appears where there was none before.

Magical Trap

 

The door is a very well magically concealed secret door. At night, the moonlight exposes it, but also causes damage.

When there is no moonlight, the only way the secret door can be spotted is either with a detect magic, or a successful DC 20 Wisdom check.

When a target enters the space in front of the door, several runes appear. These runes are written in draconic and are various warnings about the door. At the same time, the target is engulfed in ghostly flames and takes 2d10 radiant damage, or half as much on a successful DC 12 Constitution saving throw.

While in the light, the door can be opened. Opening the door any other way requires a dispel magic. (DC 20).

A detect magic detects an aura of evocation on the door. A DC 20 Intelligence (Arcana) check reveals faint traces of runes on the wall, their residual magic flickering slightly.

The damaging moonlight can be removed with a dispel magic, however, that also removes the ability to easily open the door.

 

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