Dungeons and Dragons

Bamboo Tubes


 

A bamboo door leads out of the room.

Mechanical Trap

When the door is approached, small bamboo darts fly outwards, aimed by goblins.

A DC 10 Wisdom (Perception) check shows that the door has no visible means of being opened.

A DC 14 Wisdom (Perception) check reveals that there is some movement behind the bamboo door. A DC 18 Wisdom (Perception) check lets the character notice small bamboo tubes tracking their movement.

When a target gets within 10 feet of the door, 4 bamboo darts shoot from the tubes. Each is a +4 ranged melee attack for 1d4 damage that happens on Initiative 20. If the target takes damage, they must also make a DC 12 Constitution saving throw for each source of damage or be knocked unconscious for 1d10 minutes.

Using an action, a tube can be pulled from the door or broken with a DC 8 Strength check.

If the door is breached, the attacks stop. The door has AC 12 and 10 hit points.

 

 

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Starry Night


 

Across from the grand staircase is a large, abstract painting of a starry, night sky.

Magical Trap

The painting mesmerizes those who look at it.

A DC 12 Wisdom (Perception) check allows a viewer to note that some of the stars in the painting twinkle from further than 30 feet away.

When a target gets within 30 feet of the painting, they must make a DC 13 Wisdom saving throw. On a failure, they walk towards the painting and stand if front of it, mesmerized by the twinkling stars and swirling effects. Each minute, they may make a new saving throw to be free of the effect. Once freed, the painting will not affect that target again for 24 hours. Another creature may use an action to shake the target, which will end the effect. Also, any damage will end the effect.

An aura of illusion can be detected on the painting with detect magic or a successful DC 15 Intelligence (Arcana) check.

Dispel magic or a DC 17 Intelligence (Arcana) check dispels the illusion effect. Once the effect is dispelled, any creatures under it’s influence are freed from the effect.

 

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Shackle Handle


 

The oak door has recessed door pulls.

Mechanical Trap

When the door pull is pulled, shackles are activated.

A DC 14 Wisdom (Perception) check reveals several hinges inside the recessed area.

A DC 14 Intelligence (Investigation) check shows that these hinges activate the iron frames inside the recess.

When a target pulls on the door pull, the iron frame clamps down on the target’s arm. The target must make a DC 14 Dexterity saving throw or become restrained.

Once trapped, the shackles can be broken with a DC 20 Strength check, or disassembled with a DC 18 Dexterity check with thieves’ tools.

The trap can be disabled with a DC 20 Dexterity check with thieves’ tools. Failure by 5 or more sets off the trap.

 

 

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Grease Fire


 

A vat of grease is simmering over an open flame at the entrance to the cave.

Magical Trap

If a target gets within 10 feet of the vat, water appears above it, causing an explosion.

A DC 12 Intelligence (Investigation) check reveals that the oil is nearing its smoke point.

When a target gets within 10 feet of the vat, a bunch of water appears over the vat, falling into it. All targets within 15′ take 4d6 fire damage, with a DC 14 Dexterity saving throw halving the damage. On a failure, the target is also on fire, and takes 1d6 fire damage at the start of their turn until it is put out. It requires an action to put out the flames.

Also, a 15′ radius area around the vat burns for 1d6 rounds afterwards. Targets entering this area take 2d6 fire damage. If they start their turn in the flames, they also take 2d6 fire damage.

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

Dispel magic  or a DC 16 Intelligence (Arcana) check dispels the trap.

If the fire is extinguished, the oil cools down enough in 5 minutes to be safe.

 

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Pepper Spray


 

The window into the kitchen is slightly ajar.

Mechanical Trap

The window is rigged to blow a concentrated puff of black pepper when opened.

A DC 11 Wisdom (Perception) check reveals a string on the top of the window running up onto the inside wall.

When the window is opened, the string activates a small air puff that blows a cloud of black pepper. The target must make a DC 12 Constitution saving throw. On a failure the target is incapacitated for 1d4 rounds and poisoned for 1d6 rounds. On a success, the target is poisoned for 1 round.

The trap can be disabled easily by cutting the thread with a DC 5 Dexterity check. On a failure, the trap is sprung.

 

 

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Another Gate


 

A portcullis blocks the way.

Magical Trap

When the portcullis is lifted up, another one appears.

A DC 12 Wisdom (Perception) check notes that the opening for the portcullis in the ceiling is much wider than needed. A DC 8 Intelligence (Investigation) check reveals that it is 5 times wider than needed.

A DC 10 Wisdom (Perception) check reveals a large pile of wood and metal about 40′ down the hall from the portcullis.

When the portcullis is lifted up, which requires a DC 13 Strength check, as soon as a target tries to pass under it, another portcullis appears just behind it. This portcullis is in all respects identical to the previous one.

This happens a total of 4 times. In order to pass, 5 portcullises have to be dealt with.

When the new portcullis appears, a DC 14 Wisdom (Perception) check lets the target notice that the pile of wood and metal has gotten a little smaller.

A 5 foot section of a portcullis has 20 hp and AC 15.

Propping up a portcullis requires lifting it then using something to hold it up. It requires a DC 12 Dexterity check to properly place the prop. If this check fails, the portcullis will fall. The target propping it up must make a DC 10 Dexterity saving throw or take 1d6 bludgeoning damage.

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

Dispel magic  or a DC 16 Intelligence (Arcana) check dispels the trap. Any portcullises that have already been created are unaffected.

 

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Poison Ladder


 

An oily ladder leads upwards.

Mechanical Trap

The ladder is coated in a substance that causes drowsiness after exposure.

A DC 14 Intelligence (Nature) check reveals the substance to be from a wildflower known to induce sleep.

Each round someone is climbing the ladder, they must make a DC 12 Constitution saving throw or fall, taking the appropriate falling damage.

If a target wears a mask or similar device, they have advantage on the saving throw.

The substance can be removed with water, but the entire ladder would have to be cleaned, which takes at least 3 gallons of water and 15 minutes.

 

 

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Slapstick


 

A single board has been laid across the door, barring entry from the other side.

Magical Trap

If the board is removed, it curses the target with an unusual illusion.

Anyone that removes the board must make a DC 16 Wisdom saving throw. On a failure, they are cursed.

Whenever the target makes a social check, an illusion is generated that causes the person to whom the target is making a check against to be struck by the cursed person’s hand. This causes no physical damage, but…

An aura of illusion and enchantment can be detected on the board with detect magic or a successful DC 16 Intelligence (Arcana) check.

Dispel magic (DC 16) or a DC 19 Intelligence (Arcana) check dispels the effects on the board. If a character has been affected, then a dispel magic (DC 16) or remove curse removes the effect.

 

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Shaft


 

A short, arched, wooden hallway leads to the next room.

Mechanical Trap

The floor is made of thin wood that covers an old well.

A DC 14 Wisdom (Perception) check shows that the floor is slightly warped.

A DC 14 Intelligence (Investigation) check reveals that the floor is made of very thin wood.

About halfway down the hall, the floor collapses. The target must make a DC 14 Dexterity saving throw, or they fall down the 30′ well, taking 3d6 damage.

The trap can be circumvented by covering the 10′ diameter well with another piece of wood, or it can be jumped over. However, if the 10′ jump fails, the target falls through the floor.

 

 

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Swinging Razors


 

Several large razors swing from pendulums across the bridge.

Magical Trap

The pendulums are easily avoided, but halfway through, darkness descends on the bridge.

A DC 10 Intelligence (Investigation) check detects the pattern in the razor swings. This grants advantage on the check to avoid them.

In order to cross the bridge, the target must make 6 consecutive DC 10 Dexterity (Acrobatics) checks. Failure causes 1d6 slashing damage from the razor.

However, halfway across, a 15 foot radius of darkness falls. This causes disadvantage on the checks to avoid the razors.

If the target stops moving, they take the 1d6 slashing damage every round at the start of their turn.

An aura of evocation can be detected on the bridge with detect magic or a successful DC 12 Intelligence (Arcana) check.

Dispel magic or a DC 14 Intelligence (Arcana) check dispels the darkness permanently.

 

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