Spring Loaded Ladder


 

An iron ladder is set into the wall that goes to the top.

Mechanical Trap

 

One of the rungs is spring loaded. When stepped on, it is activated.

A DC 12 Wisdom (Perception) check allows the target to detect that a rung in the middle is slightly thicker, and that there are 6 inch slots under the rung where it connects to the sides.

When a target steps on the rung, they must make a DC 12 Dexterity check to step off the rung as it travels downwards and then fires back up. On a failure the target is launched up and over the wall, and takes 3d6 falling damage as they land prone on the other side of the 20 foot wall.

The trap can be bypassed with a successful DC 5 Dexterity (Acrobatics) check to step over the run. Failure results in a simple fall, taking 1d6 falling damage. 

It can be disabled with a DC 12 Dexterity check with thieves’ tools, or a DC 14 Dexterity check if some material is wedged into the slots.

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Gold Coins


The ceramic chest is full of gold coins.

Magical Trap

 

The chest is full of gold. It’s just melted and protected by an illusion that makes it appear as coins.

A DC 14 Intelligence (Arcana) check detects slight visual anomalies about the coins, such as they seem to shimmer slightly.

If a target takes the coins, they take 4d6 fire damage, with a DC 14 Dexterity saving throw halving the damage. Also, on a failure, the chest breaks, dispelling the illusion as molten gold flows about the area. All targets within 10′ must make a DC 12 Dexterity saving throw or take 3d6 fire damage.

A detect magic detects an aura of illusion on the coins. 

A dispel magic dispels the illusion and shows a ceramic chest full of molten gold. This also causes the heat to be felt from nearby as well.

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Flash Flood


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

The sewer tunnels reach deep under the city.

Several guilds call these tunnels home and hide treasure and other valuable items. To keep out intruders, one guild has taken extreme measures.

When the target enters the junction with the hidden cache, a large, hidden pressure plate opens up a sluice gate to a lake above. In 2d4 rounds, a raging torrent of water floods the tunnels. Each target immediately begins to drown and must also make a hard Strength saving throw or be swept away, taking moderate bludgeoning damage every turn as they are battered about the tunnels.

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Jumping Cactus


 

The old temple is overgrown with vegetation.

Mechanical Trap

 

Some of the jumping cacti have been poisoned.

A DC 12 Intelligence (Nature) check identifies the plants around the entrances as jumping cacti.

When a target moves through an entrance, they must make a DC 12 Dexterity saving throw or 1d6 jumping cacti will stick to them. If any cacti stick, they must make a DC 12 Constitution saving throw or become paralyzed for 1d4+1 rounds.

While any cacti are stuck, the target has the poisoned condition until they are removed. Each cactus can be removed with a successful DC 12 Dexterity (Sleight of Hand) check or DC 12 Wisdom (Medicine) check. Removal requires a move action.

If the target is aware of the cacti, they can move through with a successful DC 12 Dexterity (Acrobatics) check with advantage.

The cacti can be removed by using a weapon with reach to clear them (which takes 1d4 rounds per entrance) or by burning them, again using a mechanism with reach. Trying to do this from 5 feet or closer results in the target needing to make the saving throw to avoid the cacti.

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Kettlebells


A set of golden kettlebells sits on the floor.

Magical Trap

 

The kettlebells drain strength.

There are two kettlebells, each labelled “44 lb”.

A DC 14 Intelligence (Arcana) check detects that the gold is just an illusion, and they are made of ordinary iron.

A DC 12 Intelligence (Investigation) check reveals that the kettlebells, if made of gold, are far too large to only way 44 lbs.

If a kettlebell is picked up, it does, indeed weigh 44 lbs. The target must make a DC 14 Constitution saving throw or take 1d6 strength damage. As long as the target is in possession of the kettlebell, they must make a new save each round. The damage can only be removed by a greater restoration spell or by achieving a level of experience.

A detect magic detects an aura of illusion on each kettlebell. 

A dispel magic dispels the gold illusion on a single kettlebell. A 2nd spell must be cast to destroy the strength draining effect.

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Pine Needles


 

The courtyard is covered in dry pine needles.

Mechanical Trap

 

The pine needles conceal several spiked pits.

Each pit requires a DC 12 Wisdom (Perception) check to note the unevenness near a pit.

Each movement action has a 25% chance of walking over a pit. When a target does so, they must make a DC 12 Dexterity saving throw or fall into the pit, taking 1d6 bludgeoning and 2d6 piercing damage. A target that willfully moves at half speed and only takes 1 movement action has advantage on the saving throw.

If a pit is found, it takes a standard action to push needles into the pit to make it easy to identify by others. The target finding the pit can easily avoid it without marking it.

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Broken Heart


A table ahead has flowers and chocolates on it.

Magical Trap

 

Further down from the table is a portrait of a woman that has a small table under it. The chocolate and flowers need to be placed there.

A DC 12 Intelligence (Arcana) check detects that the flowers and chocolate are magical in nature.

If the portrait is passed without placing the chocolates and flowers, all targets within 30′ of the portrait must make a DC 14 Charisma saving throw. On a failure, the targets feel a sharp pain in their chest and takes 2d6 Charisma damage. This damage can only be restored by a greater restoration. On a success, the target takes 1d4 Charisma damage. This damage is restored after a long rest.

A detect magic detects an aura of necromancy on the portrait and an aura of abjuration on the flowers and chocolate. 

A dispel magic destroys the chocolates and flowers. However, it requires a DC 16 check to destroy the portrait trap.

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Pins and Needles


 

The wooden floor is uneven and dirty.

Mechanical Trap

 

The floor contains hundreds of small poisoned needles.

A DC 12 Wisdom (Perception) check reveals the needles in the floor. They are too dense to be avoided.

A DC 16 Wisdom (Perception) check detects a small amount of a clear, oily substance on each needle.

A DC 16 Wisdom (Medicine) check reveals that the substance is a nerve poison.

Each round that a target is on the floor, they are attacked with a +2 melee attack from the needles. If the needles hit, they deal 1 damage and the target must make a DC 14 Constitution saving throw. On a failure, the target gains the poisoned condition, and also loses feeling in their legs. This removes any dexterity bonus the target may have, and cuts their speed in half. A new save may be made every day. The condition ends when 2 consecutive saves have been made. A lesser restoration spell will also remove it.

There are too many needles to remove. However, they can be covered by metal or wood at least 1/8″ thick, or 1 inch of cloth. The poison can be washed away by somehow funneling 10 gallons of water through the room.

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A Head Shorter


A chute descends downwards at a 45 degree angle.

Magical Trap

 

Halfway down the chute is a razor thin wall of force mounted across the slide.

When a target goes down the chute, they can spot the wall with a DC 20 Wisdom (Perception) check. If they fail, when the target hits the wall, they take 6d6 slashing damage unless they succeed on a DC 16 Dexterity saving throw.

If a target slides down lying down, they will pass harmlessly underneath it.

A detect magic detects an aura of evocation halfway down the chute.

A dispel magic does not affect the wall, only a disintegrate spell will destroy it.

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Uneven Tile Floor


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

The tile floor has several tiles in random places that stick up anywhere from 1-3 inches. Each time a target makes a move action, they must make an easy Perception check to spot the protruding tiles. On a failure, the target must make an easy Dexterity check or fall prone.

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