Water in the Cracks


A cracked stone bridge crosses the gorge ahead.

Magical Trap

The cracks are full of water. When the bridge is crossed, it is magically cooled, causing the water to freeze and destroy the bridge.

A DC 14 Intelligence (Investigation) check reveals that the cracks run deep, and are mostly full of water, but the bridge seems stable.

When a target reaches the midpoint of the bridge, it is instantly super cooled. Targets take 2d4 cold damage at the beginning of any turn they start on the bridge, and 1d4 cold damage if they are on the bridge at any time during their turn.

After 1d4 rounds, the bridge collapses as the ice pushes it apart. Targets on the bridge must make a DC 14 Dexterity saving throw or fall into the gorge, taking 6d6 falling damage.

Targets on the bridge may make a DC 16 Wisdom (Perception) check. On a success they note that the bridge seems to be moving a little, and making small cracking and popping noises after it is cooled.

A detect magic or DC 16 Intelligence (Arcana) check detects an aura of evocation on the bridge.

The effect can be removed with a dispel magic (DC 16) cast on the bridge .

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

Push-Button Lock


 

A button on this side of the door appears to unlock it.

Mechanical Trap

The button does indeed unlock the door. It also fires a small dart at the target.

A DC 16 Wisdom (Perception) check reveals that one of the knotholes in the door looks like it has been worked on and finished.

When the button is pushed, the door makes an audible click as it unlocks. The clicking sound also masks the sound of the dart being fired. The dart is a +4 ranged attack for 1d4 piercing damage. If the target takes damage, the target must make a DC 12 Constitution saving throw or become poisoned for 1 hour.

The trap can be disarmed by plugging the knothole with just about anything that is at least 1 inch thick.

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Battle in the Mirror


Movement can be seen up ahead in the reflection of a mirror.

Magical Trap

A pitched battle is taking place in the mirror that spills over into the room.

When a target gets within 20′ of the mirror, it must make a DC 14 Wisdom saving throw. On a failure, its gaze is drawn towards the battle taking place in the mirror. It can do nothing on its turn except look into the mirror. On subsequent rounds, the target may make another saving throw to break the effect.

At the beginning of the target’s turn, arrows fly from the mirror towards the target as a +8 ranged attack for 3d8 piercing damage.

A detect magic or DC 16 Intelligence (Arcana) check detects an aura of illusion on the mirror.

The effect can be removed with a dispel magic (DC 16) cast on the mirror  or the mirror can be broken. If the mirror is broken, all targets in the room are assailed by a hailstorm of arrows. This is a +12 ranged attack for 6d8 piercing damage.

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Vacuum Windows


 

The windows in this room overlook a large, metal-lined chamber, with a large diamond sitting on a pedestal in the middle, 30 feet down.

Mechanical Trap

The chamber is a vacuum.

A DC 14 Intelligence (Investigation) check reveals that windows have double-paned glass.

The windows are difficult to open, and require a DC 12 Strength check. They are also difficult to break. They have AC 10 and 10 hp.

If a window is opened or broken, all targets in the room must make a DC 14 Dexterity saving throw or get pulled through the window. The target takes 2d6 slashing damage as they pass through the window and 3d6 falling damage.

The trap can be disarmed by carefully drilling a small hole in the window frame (not the pane) with a DC 12 Dexterity check with thieves’ tools. This allows the air inside to come to equilibrium in 6 rounds. If the check fails, the trap is sprung.

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Food Stairs


A set of stairs descends downwards.

Magical Trap

When the stairs are used, food is summoned, causing targets to trip.

A DC 12 Wisdom (Perception) check reveals that there are stains on a few of the stairs.

When a target reaches the middle of the stairs, messy food appears on the stairs. The target must make a DC 12 Dexterity saving throw or fall down the stairs, taking 2d6 bludgeoning damage and falling prone.

The food lasts for one minute; targets can bypass the food with a successful DC 12 Dexterity (Acrobatics) check. Failure causes them to fall.

The trap resets every hour.

The food can be cleaned away with a cloth or other item.

A detect magic or DC 14 Intelligence (Arcana) check detects an aura of conjuration on the stairs.

The effect can be removed with a dispel magic cast on the lock or with a DC 16 Intelligence (Arcana) check.

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Hidden Door Hardware


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

Every door has a secondary door lock that is hidden. In some cases, it’s not even near the door and may be on the wall, floor or even the next room.

If these locks aren’t addressed, the traps go off on the door even if disarmed from the primary lock.

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Grinding Stairs


 

A spiral stairway ascends upwards.

Mechanical Trap

When a trap door is opened at the top of the stairs, the stairs begin to rotate like a drill bit, driving characters on the stairs upwards.

A DC 14 Wisdom (Perception) check reveals gears under the floor at the base of the stairs.

The stairway ends in a false trap door. When opened, it reveals a stone slab 3 inches above the door, and activates the trap.

The stairs move upwards at 5 feet per round. Anyone within 5 feet of the ceiling takes 2d6 bludgeoning damage at the beginning of their turn.

In order to move downwards, a successful DC 12 Dexterity (Acrobatics) check must be made for each movement attempted. Failure results in the target falling prone and no movement. Each move taken is at 1/5th normal movement, so 2 move actions from a 30′ base move would result in 7 feet of movement downwards (12 feet – 5 feet).

A DC 12 Dexterity check with thieves’ tools disables the gears and stops the stairs from rotating.

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Greased Doorknob


The door is locked.

Magical Trap

The doorknob is covered in grease unless a special key is used.

The lock requires a special key to open. If not opened with this key, the doorknob is covered in grease for 1 minute.

The lock can be picked with a successful DC 12 Dexterity check with thieves’ tools. Failure also covers the knob and lock in grease.

While covered in grease, all Dexterity based checks involving the door are at disadvantage. Turning the greased doorknob requires a DC 14 Dexterity (Sleight of Hand) check.

A detect magic or DC 14 Intelligence (Arcana) check detects an aura of conjuration on the lock.

The effect can be removed with a dispel magic cast on the lock or with a DC 16 Intelligence (Arcana) check.

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Glassy Shard Wall


 

It looks like the wall would be a fairly easy 20 foot climb down.

Mechanical Trap

Several small bits of glass shards have been stuck into the mortar in the bricks.

A DC 14 Wisdom (Perception) check reveals the glass shards sticking out.

When a target climbs down the wall, they must make a DC 14 Dexterity saving throw, or take 1d2 piercing damage from the glass. If they are damaged, they must make a 2nd DC 14 Dexterity check or fall.

Those that are aware of the shards can make a DC 10 Acrobatics check to avoid the shards. Failure simply means they were not avoided.

The shards can be removed if the path down the wall is swept with a long pole or other object.

A DC 14 Wisdom (Perception) check detects a buzzing sound on the other side of the door and some of the light coming through the seams is blocked by a sticky object.

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Dark Lock


The wooden door is locked. Spikes on a gear wheel move about the lock.

Magical Trap

The lock plunges the room into darkness if not opened with a special key.The spikes can be avoided with a DC 12 Dexterity (Acrobatics) check. If the room is dark, this check is made at disadvantage. If the check fails, the target takes 1d2 points of piercing damage, and must make a DC 14 Constitution saving throw or become poisoned for 1 hour.

The lock itself requires a special key to open. It can be picked with a DC 12 Dexterity check with thieves’ tools, but if the trap is not dispelled, the room is plunged into darkness as soon whether or not the lock is opened. Opening the door dispels the darkness

A detect magic or DC 14 Intelligence (Arcana) check detects an aura of evocation on the lock.

The effect can be removed with a dispel magic cast on the lock or with a DC 16 Intelligence (Arcana) check.

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