Stone Entrance


The temple has a stone door with a stone frame and a large stone slab on the ground in front of it.

Magical Trap

 

The stone slab turns to mud if the door is attempted to be opened.

The door is locked and requires a DC 14 Dexterity check with thieves’ tools to open, or a DC 18 Strength check to force open. However, when unlocked or forced open, the stone slab at the entrance turns into soft mud.

Any target that starts their turn or enters the area must make a DC 8 Strength check to move. Movement is a 1/4 speed.

One round later, the mud turns back to stone. Those in the mud must make a DC 14 Dexterity check at disadvantage. On a success, they may attempt to leave the mud, which requires the Strength check. Otherwise, they become stuck in the stone. 

While stuck in the stone they are restrained.

A trapped target can escape by breaking the stone. In order to break the stone, it can be attacked. It is AC 18 and 50 hp.

Any type of dimensional travel, such as teleport can be used.

Or, after 1 hour, the temple door can be re-opened, which will turn the stone to mud again.

A detect magic detecs an aura of transmutation on the door.

A dispel magic (DC 15) disables the transmutation effect, but does not free any trapped targets.

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Bear Trap Under Rug


A thin rug runs the length of the hallway.

Mechanical Trap

 

Hidden under the rug in a hold in the floor is a bear trap.

A DC 12 Wisdom (Perception) check detects a small indentation i the middle of the rug. 

When a target walks on the middle of the rug, they must make a DC 12 Dexterity saving throw. On a failure, they take 2d6 bludgeoning and piercing damage as the bear trap closes on their leg. They are also restrained.

It requires a DC 14 Strength check to open the trap, or a DC 12 Dexterity check with thieves’ tools. Failure on either causes an additional 1d6 damage.

Once spotted, the trap is easily avoided.

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Fireball Painting


A large painting is here. It depicts an epic battle. A wizard in the foreground has just finished casting a spell. A real bead, made of gold is just beyond the wizard’s hands, stuck onto the canvas.

Magical Trap

 

The bead is actually a delayed blast fireball, magically suspended in time by the artitst.

A DC 15 Intelligence (Arcana) check reveals the bead to be that of a fireball spell, but also a real bead of gold worth about 100gp.

If the bead is removed, it remains intact but releases a fireball. All targets within a 20′ radius take 6d6 fire damage, with a DC 15 Dexterity saving throw halving the damage.

A detect magic detecs an aura of evocation on the bead.

A dispel magic (DC 15) removes the fireball effect. A counterspell  (DC 15) also does the same.

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Scaffolding


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

The huge wall has scaffolding on the outside.

The scaffolding is not balanced and collapses when a target reaches the upper levels. This also takes out the wall.

This happens about 100 feet up. When the scaffolding collapses, all targets may make an average Dexterity saving throw to jump, taking the appropraite falling damage. Otherwise, they take massive bludgeoning damage as the scaffolding and wall collapses on top of them.

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Coconuts


A bamboo door is here, with gaps between the bamboo shoots.

Mechanical Trap

 

Two coconuts hanging from ropes are hidden in the thatched ceiling. They swing down when the door is opened.

A DC 12 Wisdom (Perception) check detects two coconuts in the ceiling, tied to ropes that are attached to the door.

A DC 12 Intelligence (Investigation) check reveals through the gaps in the door what must be the room of a goblin or similar creature.

When the door is opened, any target of size Medium or larger must make a DC 12 Dexterity saving throw, or get hit by two swinging coconuts. This causes 1d4 bludgeoning damage, and the target is stunned for 1 round.

The ropes to the coconuts are easily cut. The target can also duck low when opening the door, and the coconuts will swing harmlessly overhead.

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Ghost Candles


Flickering candles in this room make you uneasy.

Magical Trap

 

The candles create an aura that causes all targets in the room to feel uneasy.

A DC 12 Intelligence (Arcana) check reveals that the flames are magic in nature and are likely the source of the uneasiness.

All targets within sight of the lit candles must make a DC 14 Wisdom saving throw. On a failure, all skill checks are at disadvantage due to the uneasiness.

The flames on the candles are easily extinguished. Once they are all put out, the uneasiness goes away. However, the smoke from each candle then coalesces into a shadowy form above each candle. One of these shadows then approaches each target within sight and turns into the most frightening image that target has ever seen. The target must make a DC 16 Wisdom saving throw. On a failure the target becomes frightened. At the end of each of the target’s turns, they must succeed on a DC 16 Wisdom saving throw or take 4d10 psychic damage. The spell ends for that target when the succeed on their saving throw.

A detect magic detecs an aura of illusion on the candles.

A dispel magic puts out the candles, triggering the shadow effect. The shadows are immune.

Re-lighting the candles also ends the shadow effect.

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Rope Snare on Top of Stairs


A thick hemp rug is at the top of the stairs on a small landing.

Mechanical Trap

 

A rope circle is hidden in plain sight on top of the rug. When stepped on, it snares the target and pulls them off the stair landing.

A DC 10 Wisdom (Perception) check spots the rope on the rug.

When the rug is stepped on, the target must make a DC 12 Dexterity saving throw. On a failure, they become restrained by the rope as it pulls them off the side of the landing. They smack against a wall, taking 1d6 bludgeoning damage, and are then left hanging by one leg, upside-down, 30 feet in the air and 20 feet from the landing.

The rope can be easily avoided, cut or otherwise set off without ensaring the target if detected.

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Reflections


The long hallway is lined with mirrors.

Magical Trap

 

The mirrors reflect an image of the target that is flawed in some way to cause a loss of confidence.

Every round when a target is in the hallway, they see a reflection of themselves that exaggerates a flaw or imperfection, be it physical or otherwise. The target must make a DC 14 Charisma saving throw or take 1d2 Charisma damage.

This damage is permanent, and can only be removed with a greater restoration of similar spell.

A detect magic detecs an aura of necromancy on the mirrors.

A dispel magic destroys a single mirror. There are 12 mirrors in the corridor.

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Razor Stair


Smooth metal stairs head down.

Mechanical Trap

 

One of the stairs has a very sharp front edge, and moves forward when the stair below is stepped on.

A DC 14 Wisdom (Perception) check detects slight worn marks on the side of one stair and also that the front edge is very sharp.

When the stair beyond this one is stepped on, this stair shoots out and back very quickly. The target must make a DC 14 Dexterity saving throw. On a failure they take 3d6 slashing damage. On a failure of more than 5 they also fall, taking 1d6 bludgeoning damage.

The stair can be disabled by cutting small wires around it. This requires a DC 14 Dexterity check with thieves’ tools. Failure sets off the trap, but only affects the target if they are disarming the stair from below, not from above.

The activating stair can also be avoided with a DC 5 Dexterity (Acrobatics) check. Failure sets off the trap.

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Invisible Spring-Loaded Spikes


The corridor makes a 90-degree right turn.

Magical Trap

 

The corner has a spring-loaded board covered in spikes set to go off. It’s invisible, however.

A DC 12 Wisdom (Perception) check reveals a small tripwire running across the corridor that seemingly ends in the wall. If the wall is examined, the invisible board with spikes can be felt.

If the tripwire is tripped, which it will be unless actively avoided, the target must make a DC 12 Dexterity saving throw at disadvantage or take 2d6 piercing damage and be knocked prone.

The wire can be cut easily or avoided. However, if the invisible board is touched, it requires a DC 12 Dexterity (Sleight of Hand) check to do so without setting off the trap.

A detect magic detecs an aura of illusion near the wall.

A dispel magic causes the board with spikes to become visible. This removes the disadvantage from the Dexterity check when tripped.

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