Screw Door


 

Stairs lead up to a revolving door.

Mechanical Trap

The revolving door is actually a screw that secures the stairs to the ceiling.

Threads at the top of the door can be seen with a DC 16 Wisdom (Perception) check. A DC 14 Intelligence (Investigation) check can determine that passing through the door by rotating it counter-clockwise unscrews the door, while simply rotating the door clockwise tightens the screw.

After the door is used 3 times, the screw comes out of the ceiling, collapsing the staircase. Creatures on the staircase take 1d6 falling damage and 2d6 bludgeoning damage.

The trap can be neutralized by simply rotating the door clockwise after each time it is used.

 

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Missile Arch


 

A brick archway leads on.

Magical Trap

A magic missile shoots out of the arch at anyone who passes through it.

Anytime a creature passes through the arch, it glows red and fires a missile of force at it that automatically hits for 1d4+1 damage.

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

A spell such as Dispel Magic will neutralize the arch permanently, while any effect that suppresses magic will cause the arch to cease shooting missile for the duration of the effect.

 

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Shelf Nails


 

A few coins can be seen high up on a dusty shelf.

Mechanical Trap

The coins are set in the middle of the tops of rusty nails sticking up through the boards.

The nails can be seen with a DC 12 Wisdom (Perception) check.

There are 6gp on the shelf. A creature reaching for the coins must make a DC 12 Dexterity saving throw or take 1 point of piercing damage. If damaged, the creature must also make a DC 12 Constitution saving throw or also take 1 point of Constitution damage.

If the nails are detected, they can be easily avoided by making sure the entire shelf surface can be seen, such as looking at it while standing on a box.

 

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Bellows Door


 

A roaring fire burns in the huge fireplace.

Mechanical Trap

The exit door is hooked to a bellows, which blows air into the fire when opened.

A DC 12 Wisdom (Perception) check reveals several iron nozzles protruding from the fireplace walls.

The door is a little hard to open. It requires a DC 10 Strength check to open. A DC 12 Wisdom (Perception) check made while opening the door reveals the sound of air intake and gears. At this point, a DC 12 Dexterity saving throw may be made to stop opening the door.

If the door is opened, air rushes into the fireplace, which fills the room with flame. All creatures in the room take 4d6 fire damage. With a successful DC 14 Dexterity saving throw, this amount is halved.

The trap can be disarmed by either removing the door or breaking the door. The door has AC 15 and 15 hp. Or it can be removed with a DC 16 Dexterity check with appropriate tools.

The trap can also be disarmed by plugging the nozzles or bending them away from the fire. Plugging requires a DC 18 Dexterity check, and bending them requires a DC 20 Strength check.

 

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Force Trip


 

A narrow bridge crosses the deep gorge.

Magical Trap

Small cylinders of force appear on the bridge when it is crossed, creating a tripping hazard.

When a creature gets halfway across the bridge, small, invisible cylinders of force appear at about ankle level. The creature must make a DC 14 Dexterity saving throw or trip and fall off of the bridge, taking 4d6 damage. For the next 8 rounds, any creature making a move action on the bridge must either limit movement to 5 feet per round, or make a DC 14 Dexterity (Acrobatics) check to avoid tripping and falling.

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

A spell such as Dispel Magic will dismiss the cylinders, while any effect that suppresses magic will cause the cylinders to disappear for the length of the effect. However, after 8 rounds, the cylinders disappear no matter what.

 

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Invisible Caltrops


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

The entire area has been filled with invisible caltrops. Since they cannot be seen, the saving throw is at disadvantage. In order to not have to make a saving throw, a creature may only move 5 feet per turn.

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Greased Stair


 

A long, steep wooden staircase descends into darkness.

Mechanical Trap

One of the stairs towards the top has been covered in slippery grease.

A DC 14 Wisdom (Perception) check reveals that the 4th stair is a lot shinier than the others.

A creature stepping on this stair must make a DC 12 Dexterity saving throw or trip and fall down the stairs, taking 2d6 falling damage.

A creature who is aware of the stair who steps on in gains advantage on the saving throw. Otherwise, a creature may bypass the stair with a DC 12 Dexterity (Acrobatics) check with advantage. Failure results in falling as above.

The stair can be cleaned of the grease with a piece of cloth by spending an action. This reduces the DC of the saving throw and skill check to DC 5.

 

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Ceiling Chute


 

A large door stretches up almost all the way to the 10 foot ceiling.

Mechanical Trap

The door is connected to a piece of metal. When the door opens, it slides the metal that is right above the ceiling away, causing the glass globe full of acid to drop.

A DC 14 Wisdom (Perception) check reveals a 5’x5′ area in the ceiling near the door that is slightly recessed and doesn’t quite match the color of the rest of the ceiling.

When the door is opened, this recessed area slides aside, dropping a glass globe full of acid. Any creature underneath the door must make a DC 12 Dexterity saving throw or be struck by the globe, dealing 4d4 acid damage, and an additional 1d4 acid damage for 1d4 rounds. On a successful save, the creature takes 1d4 acid damage. Creatures within 5′ must make a DC 12 Dexterity saving throw or take 1d4 acid damage.

If the door is opened partway, the metal sheet can be detached with a DC 16 Dexterity check with thieves’ tools. If this check fails, it causes the globe to fall on the creature attempting to disable the trap. A net or cloth can be rigged under the ceiling to catch the globe as well.

 

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A Pleasant View


 

A door open up onto a balcony with a great view of the forest.

Magical Trap

The view is an illusion. The balcony is only a few feet of wood and then it drops off.

A creature that ventures onto the balcony must make a DC 14 Dexterity saving throw or step off and fall, taking 3d6 falling damage. Anyone that witnesses this will see the creature disappear downwards, and may make a DC 12 Wisdom saving throw to disbelieve the illusion.

A spell or other effect that can sense the presence of magic, such as Detect Magic, reveals an aura of illusion about the balcony.

A spell such as Dispel Magic will cause the illusion to cease, while any effect that suppresses magic will cause the illusion to cease for the duration of the effect.

 

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Catch Under Desk


 

An ornate desk has a single drawer that has no handle.

Mechanical Trap

The drawer is opened by a secret catch under it. The catch is surrounded by hidden razor blades.

If the area under the drawer is searched, a DC 14 Wisdom (Perception) check will reveal a small catch to open the drawer. A DC 16 Wisdom (Perception) check reveals the razors.

A creature operating the catch will take 1d4 slashing damage, and will have disadvantage on any checks or attacks that use the hands until the slashing damage is healed. If the razors have been located, a successful DC 14 Dexterity check will avoid the razor damage.

The razors can be removed with a successful DC 16 Dexterity check with thieves’ tools.

 

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