Flame Door


 

A metal door blocks the way.

Mechanical Trap

 

The door contains several nozzles that spout flame.

A DC 14 Wisdom (Perception) check detects that all the nuts on the door have a small hole in them.

A DC 14 Intelligence (Investigation) check detects small traces of scorching around the holes.

The door is locked and requires a DC 14 Dexterity check with thieves’ tools to open. When opened, all of the small holes spout flame. All targets in a 15′ cone in front of the door take 6d4 fire damage, with a DC 14 Dexterity save reducing the damage by half.

There is a tiny valve that turns inside the locking mechanism that feeds fuel to the nozzles when the door is opened. This can be disabled with a DC 16 Dexterity check with thieves’ tools. Failure, however, sets off the trap.

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Tripping Bushes


Bushes have sprouted up all along the outside of the abandoned cathedral.

Magical Trap

 

The bushes attempt to trip those trying to enter.

A DC 14 Intelligence (Nature) check detects that the bushes are not natural.

When a target gets within 5′ of a bush, they must make a DC 14 Dexterity saving throw as the bush tangles its branches in the feet of the target. On a failure, they fall prone. 

When standing, the target must succeed on the saving throw again, or be tripped again. The target can crawl away unmolested.

A detect magic or similar spell detects an aura of transmutation on the bushes

A dispel magic destroys a single bush.

The bushes can also be destroyed physically. They have 4 hp and AC 10. They are vulnerable to fire.

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Ray-Traced Dungeon


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

Magic in here is unpredictable. Whenever a ray spell is used, there is a 25% chance that it fires off normally, a 25% chance that it instead strikes the caster, a 25% chance that it strikes a random target, and a 25% chance that it forks and strikes the target, the caster and 1d4 random targets. (targets may only be struck once)

This changes to 40/20/20/20 if a higher level spell slot is used, or 80/5/5/5 is a spell slot 2 levels higher is used.

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Pull The Rug


 

An ornate runner spans the length of the steep stairway.

Mechanical Trap

 

The top stair causes the runner to violently shift upwards.

A DC 14 Intelligence (Investigation) check detects small gears and springs attached to each stair rod.

A DC 14 Wisdom (Perception) check detects that the top stair appears to be “floating” about 1/4″ above the riser.

When weight is applied to the top stair, each rod rotates quickly, pulling the rug upwards by about 6 inches. All targets on the stairs must make a DC 14 Dexterity saving throw or fall down the stairs, taking 2d6 bludgeoning damage and falling prone.

Each rod can be disconnected from the carpet with a DC 12 Dexterity check with thieves’ tools. Half of the rods must be disconnected to disable the trap.

The top stair can be disabled by wedging something between the tread and the riser. This requires a small piece of wood or metal that is about 1/4″ high, and a successful DC 12 Dexterity (Sleight of Hand) check.

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Green Room


The walls and floors of this room are green.

Magical Trap

 

The target sees in the room that which scares them the most.

When a target enters the room, they must make a DC 16 Wisdom saving throw. On a failure they see an illusory manifestation of their deepest fears, causing the target to become frightened. Also, the exit to the room disappears, effectively trapping them in the room. At the end of the target’s turn, they must make another Wisdom saving throw. On a success, the effect ends. On a failure, they take 6d10 psychic damage. The effect lasts for one minute.

A detect magic or similar spell detects an aura of illusion on the walls.

A dispel magic (DC 16) destroys the trap and also removes any ongoing effects.

Marking at least 5 square feet of the wall with paint, ink, etc. grants advantage to the Wisdom saving throws.

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Spiky Elevator


 

The elevator ceiling and floor are full of holes.

Mechanical Trap

 

The bottom and top of the elevator shaft have dozens of long, pointy, and sharp spikes that protrude into the elevator.

A DC 14 Intelligence (Investigation) check reveals that some of the holes have small cuts around the edges. This is where the spikes no longer exactly line up.

When the elevator is operated, it can go up or down. Either way, one round later, long, sharp spikes protrude through the holes on the floor or ceiling.

All targets in the elevator suffer a +8 melee attack for 6d4+6 slashing and piercing damage. If the elevator is moved, all targets suffer another attack, but at +4. If the targets in the elevator move, the area is treated as difficult, and each movement action taken in the elevator causes the target to take a +8 melee attack for 6d4 slashing damage.

1/8″ inch of steel of 2″ of wood covering the holes is sufficient to break the spikes and prevent them from coming in. The shaft can also be scaled, with a DC 14 Strength (Athletics) check. Once at the top or bottom, the spikes can be individually broken with a DC 10 Strength check. However, navigating to the bottom counts as moving in the elevator as above.

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If It Sits, It Fits


Several small boxes are on the floor.

Magical Trap

 

When a target opens a box, they shrink to fit in the box.

Each box is a small wooden crate with a lid on top. When the lid is removed, the target must make a DC 14 Constitution saving throw, or they shrink to size Diminutive and fall into the box. The effect lasts for 1 hour. This has no effect on creatures sized Diminutive or smaller.

Getting out of the box requires a DC 12 Strength (Athletics) check.

A detect magic or similar spell detects an aura of transmutation on each box.

A dispel magic dispels the effect on a single target or box.

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Submerged Walkway


 

A concrete trench cuts through the moat; the water level is just below the top of the trench.

Mechanical Trap

 

A pressure plate causes the water to rise, rushing over the top into the sodium-lined trench.

The surface of the trench is slightly waxy. A DC 14 Intelligence (Investigation or Nature) check reveals that the waxy substance is water-soluble and scratches away easily. Scratching the surface reveals a cold, buttery type substance which is identified as sodium with a DC 16 Intelligence (Investigation or Nature) check.  

In the middle of the trench, a DC 13 Wisdom (Perception) check spots a 10’x10′ slight depression in the trench. This is the pressure plate.

When a target steps on the plate, the water level rises a few inches and splashes into the trench. One round later, the waxy substance dissolves. When this happens, all targets within 60′ of the trench take 10d6 fire damage, with a DC 18 Dexterity saving throw halving the damage. The trench also becomes destroyed, leaving everyone in a 20-foot deep moat.

The pressure plate can be jumped over. Or, a target can climb along the outside of it on the top of the narrow wall. This requires a DC 14 Dexterity (Acrobatics) check. On a failure, the target has a 50% chance of falling in the water. If this occurs, water splashes into the trench, causing a small explosion. Any target within 10′ of the falling creature takes 1d6 fire damage, with a DC 12 Dexterity check halving the damage. However, the trench collapses 1d3 rounds later, which sets off the big explosion immediately.

The pressure plate can also be jammed by scraping away the top-coat and jamming it. This requires a successful DC 14 Dexterity check with thieves’ tools and also causes 1d4 poison damage to the target.

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Bull in a China Shop


Plates are stacked haphazardly in awkwardly placed cabinets.

Magical Trap

 

When plates fall, they cause a shatter effect.

It requires a DC 12 Dexterity (Acrobatics) check to successfully cross the room and not bump into a cabinet. If a cabinet is bumped into, 1d10+2 plates fall from the cabinet and shatter on the floor. When this happens, everyone within 5′ of the cabinet may make a DC 18 Dexterity saving throw. On a success, they catch a plate, keeping it from shattering.

Each plate that shatters acts as an individual shatter spell, centered on the cabinet. The DC for the save is 12.

A detect magic or similar spell detects an aura of evocation on each plate. 

A dispel magic dispels the trap on a single plate.

Yes, the plates do work if collected and used outside of the room.

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Dam Door


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

A large concrete wall is ahead. Centered in the wall is a single iron door.

The door radiates strong magic.

The wall is cool to the touch as is the door. The wall is the base of a dam. The door is an old service door that was magically sealed after the dam was made. It cannot be opened unless a high-level DC is made with dispel magic. However, once the magic seal is removed, the door flies from the dam as water rushes in, which also causes the dam itself to collapse. This sends billions of gallons of water into the area and above, along with millions of tons of concrete.

I’m sure there is some kind of save… But half of a million points of damage is still a lot.

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