Drill Press


 

A manhole cover is recessed into the center of the floor.

Mechanical Trap

The manhole covers hides a large drill that springs up when opened.

A DC 12 Wisdom (Perception) check reveals small scratches around the edge of the manhole cover. A followup DC 12 Intelligence (Investigation) check shows that these scratches are likely the result of a tool.

When the manhole cover is removed, the target must make a DC 12 Dexterity saving throw or take 3d6 piercing damage and become restrained.

Every round that a target is restrained, they take 1d6 bludgeoning damage. A target may take an action to free itself. This action may be assisted. In order to escape, the target must make a Strength (Athletics) or Dexterity (Acrobatics) check equal to the base AC of the armor that the target is wearing.

If a Strength check is used, another character may make the check, with the target optionally assisting. For a Dexterity based check, the action must be taken by the restrained target.

The trap can be disabled by cutting a wire underneath the manhole cover. This requires a DC 18 Dexterity check with thieves’ tools and is at disadvantage. On a failure, the target thinks the wire is cut.

 

 

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Levitation Room


 

The floor of this room is clean, white tile.

Magical Trap

The far door controls the trap, which causes all targets in the room to levitate 1 foot off of the floor.

A DC 12 Wisdom (Perception) check reveals several arrow slits in the far wall. These and the door lead to a guard room.

When the door is opened, all creatures in the room must make a DC 14 Wisdom saving throw or levitate 1 feet off the ground. While levitating, creatures have disadvantage on all Dexterity based checks, saves and skills. All attacks are at disadvantage, and attackers have advantage on attacks.

Movement is half speed, and no movement can be made without physically applying force to another object, such as using a sword to push against a wall or the floor.

The levitation lasts for 2d6+4 rounds.

A spell such as Detect Magic detects an aura of transmutation on the door.

A spell such as Dispel Magic permanently disables the levitation effect. Effects that suppress magic suppress the levitation affects for the duration of the effect, including active effects.

 

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Spring Floor


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

This large round holding cell has several rings and hooks and the walls and ceilings, presumably to chain prisoners to.

A huge spring is under the floor. At some point, a loud clicking noise is heard as the spring uncoils, propelling the floor into the ceiling.

Those next to the walls take average slashing damage from the hooks and rings, subject to a hard dexterity saving throw. Everyone takes heavy damage when the floor smashes into the ceiling. Targets within half their move speed from the doorway may make a hard dexterity saving throw to quickly exit the room.

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Sawmill Floor


 

The floor is made of several unevenly spaced planks.

Mechanical Trap

There are gaps between many of the boards. Saw blades travel the length of the floor, chopping anything in their path.

With a successful DC 10 Intelligence (Investigation) check, the target notices that 3 of the gaps run lengthwise almost the entire length of the corridor. Further investigation with a successful DC 12 Wisdom (Perception) check reveals a metal track running under each gap.

Opening the door to enter the hallway triggers a small switch on the doorframe. This switch can be spotted with a successful DC 14 Wisdom (Perception) check. This switch causes the saw blades to travel down the corridor 1 round later.

When the saw blades activate, all creatures in the hallway must make a DC 12 Dexterity saving throw or take 3d6 slashing damage.

The switch can be deactivated with a DC 12 Dexterity check with thieves’ tools, although it can only be disabled once the door is open, which already activates the switch.

If the floorboards are pulled up, the blades and rail mechanism can be easily disabled in 2d4 rounds.

 

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Drums


 

A drumbeat is heard in the distance.

Magical Trap

A large cave ahead has magical drums that play on their own and affect those that listen to them.

When the cavern is entered, each target must make a DC 15 Wisdom saving throw. If it fails, they are under the control of the drums for 10 minutes.

The drums cadence varies, slowing down over time. This affects the target’s actions in the following ways.

  • Round 1-2: Target acts normally
  • Round 3: Drums slow down, targets lose bonus and reaction actions.
  • Round 4-6: Drums slow down, targets lose movement action, but action may be used for movement.
  • Round 7+: Drums slow down, target must make a DC 14 Wisdom saving throw each round to take an action

If the target leaves the cave, they may act normally, but resume the restrictions when they re-enter the cave. The drums stop 10 minutes after starting, and reset after 1 hour. Entering the cave after 1 hour subjects the targets to a new round of saving throws.

A spell such as Detect Magic detects an aura of enchantment on the drums.

A spell such as Dispel Magic destroys the drums with a successful DC 17 spellcaster check. Effects that suppress magic of spell level 7 or higher suppress the drum’s effect for the duration of the suppression.

 

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Putty Floor


 

The floor in here is made of soft clay.

Mechanical Trap

The clay contains material that causes drowsiness and fatigue.

A DC 14 Intelligence (Nature) check identifies the clay as a substance that contains a mild toxin that causes fatigue.

The clay area is soft, footprints sink in a few inches. This makes the area difficult terrain. Also, the clay sticks to shoes and feet in a thin layer. When this clay dries, it begins to emit vapors. 1d10 minutes after getting the coat of clay on the feet/shoes, each target within 5 feet of a target with clay must make a DC 12 Constitution saving throw or gain 1 level of exhaustion. This saving throw must then be made every 1d10 minutes.

The clay naturally wears off in 1 hour or it can be removed. Once removed, no more saves are needed, and the target regains a level of exhuastion every 1d10 minutes. The target recovers fully after a short rest.

 

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Disappearing Mountain Trail


 

A narrow trail winds it’s way across the face of the mountain, with steep drops on the left.

Magical Trap

Up ahead is a cave inhabited by an anti-social hermit. The trail outside the cave is magically trapped to cause the rocks to reshape into the sheer cliff.

One hundred feet from the cave, a target that makes a successful DC 14 Intelligence (Nature) check notices that about 30 feet of the trail seems “newer” here. There isn’t as much vegetation, as if this area was recently hewn from the side of the mountain.

The trap is triggered when a target enters the new area and travels 15 feet into it. The cliffside shifts, causing the trail to disappear and become a sheer cliff.

All targets in this area may make a DC 12 Wisdom (Perception) check to ascertain that only 30 feet of the trail is changing. Those that are successful may choose to attempt to run to the edge of the trail. All targets in the area must make a DC 15 Dexterity save or fall, taking 10d6 falling damage. Targets that succeed will be left clinging to the side of the cliff. Moving along the cliffside requires a DC 10 Strength (Athletics) check for each movement, with failure resulting in a fall. Those that chose to run for it are safely on the trail, just outside the altered area.

The mountainside resets itself into the trail in 1d4 hours.

A spell such as Detect Magic detects an aura of transmutation on the mountainside.

A spell such as Dispel Magic permanently prevents the mountainside from changing with a successful DC 15 spellcaster check. Effects that suppress magic of spell level 5 or higher cause the mountainside to not change for the duration of the suppression.

 

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Logjam


 

A 4 way intersection of the hallway is up ahead.

Mechanical Trap

Two very large logs are suspended in each side hallway and are tripped by wires that cause them to be loosed, smashing anything in the middle

A DC 12 Wisdom (Perception) check detects a thin tripwire just before the hallway. A separate check is required for each tripwire.

When the tripwire is triggered, the logs swing down. Any target in the intersection, including the target that tripped the wire, must make a DC 12 Dexterity saving throw or take 6d6 bludgeoning damage and become stunned for 1d4 rounds.

Note that the first tripwire can be avoided, but the second one can be tripped. In that case, the target tripping it is not subject to the attack, assuming they are moving forward out of the intersection.

The tripwires can be cut with a DC 12 Dexterity check with thieves’ tools. Failure results in the trap being triggered, but as long as no one is in the hallway, apart from a loud noise, no one will be subject to the attack.

Once in the hallway, the logs to the sides are quite obvious.

 

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Butcher Shop


 

A couple of wooden chests sit in a corner. Shelves along the walls hold dozens of full knife blocks.

Magical Trap

The knives in the blocks are telekinetically linked to the chests. Disturbing the chests causes the knives to fly towards the chests.

If a target without the key opens one of the chests, a knife will fly towards the target. This is a +5 ranged attack for 1d4 damage. Each chest has its own attack, so if both chests are open, there will be 2 attacks.

Once the chest is open, it locks open.

If the chest isn’t closed, a knife attack will happen each round against a random target within line of sight until the chest is closed. Closing the chest requires either a DC 18 Strength check or a DC 16 Dexterity check with thieves’ tools.

A spell such as Detect Magic detects an aura of transmutation on each chest.

A spell such as Dispel Magic will cause the knife attacks to permanently abate with a successful DC 15 spellcaster check. Effects that suppress magic of spell level 5 or higher will cause the knife attacks to cease for the duration of the effect.

 

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Ice Crystals


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

The ceilings in this cave complex are covered in icicles.

Whenever a creature makes an attack or performs an action that would vibrate more than a normal movement, icicles fall from the ceiling.

All creatures within 20′ of the triggering creature take moderate piercing and cold damage, or light damage on a successful average Dexterity saving throw.

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