Loose Blocks


 

A 20 foot stone wall protects this small keep.

Mechanical Trap

The top bricks of the wall are loose.

A DC 14 Intelligence (Insight) reveals that the top stones are not set. Creatures with stonecunning may double their bonus.

Creatures climbing the wall must make a DC 14 Dexterity saving throw or fall, taking 2d6 falling damage and 2d6 bludgeoning damage from the brick falling on them.

If a creature is attempting to use a grappling hook or something, the rock falls when weight is applied, and the target must make a DC 14 Dexterity saving throw or take 2d6 bludgeoning damgae.

A creature can intentionally pull down or push over the bricks at the top with a DC 5 Strength throw.

 

 

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Invisible Floor


 

A five foot drop leads to a wooden floor below.

Magical Trap

The wooden floor is an illusion covering a 15 foot spiked pit.

When the floor is stepped on from the same level, the target must make a DC 14 Dexterity save or it falls in the pit. If the creature jumps down, there is no saving throw. Creatures that fall into the pit take 1d6 falling plus 1d6+1 piercing damage. Increase the falling damage by 1d6 if the creature jumps down from the wall.

An aura of illusion on the floor can be detected with detect magic or a successful DC 14 Intelligence (Arcana) check.

Dispel magic or a successful DC 16 Intelligence (Arcana) check causes the illusion to disappear.

 

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Contact Explosives


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

The entire dungeon is coated in a fine layer of dust. This dust acts as a contact explosive. Any concussive impact, such as a weapon blow, or striking an object that requires a Strength check causes a small explosion. All targets within 5′ of the impact must make an average Dexterity saving throw or take low fire damage.

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Thick Door


 

A thick wooden door leads to the next room.

Mechanical Trap

A bucket of acid sits on the top of the door on the other side. The thick door protrudes into the other side of the doorframe.

If the walls are examined, such as by knocking on them, a DC 12 Intelligence (Insight) check reveals that the door is much thicker than the walls.

When the door is opened, the bucket of acid falls down. The target must make a DC 14 Dexterity saving throw or take 2d8 acid damage. All creatures within 5 feet take 1d4 splash damage, with a successful DC 12 Dexterity saving negating the damage. A creature that specifically prepares for something falling can make this save at advantage.

The bucket can be dislodged with a successful DC 14 Strength check against the door.

 

 

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Invisible Bucket


 

A thick wooden door leads to the next room.

Magical Trap

An invisible bucket of acid sits above the door.

When the door is opened, the bucket of acid falls down. The target takes 2d8 acid damage, or half of that on a successful DC 14 Dexterity saving throw. All creatures within 5 feet take 1d4 splash damage, with a successful DC 12 Dexterity saving throw halving this damage.

An aura of illusion above the door can be detected with detect magic or a successful DC 14 Intelligence (Arcana) check.

Dispel magic or a successful DC 16 Intelligence (Arcana) check causes the bucket to become visible. Of course, it’s on the other side, but when the bucket is visible a successful save avoids damage.

 

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Horse Tie Off


 

Several posts with horse tie offs sit in front of the old keep.

Mechanical Trap

The tie offs are rigged to emit a loud noise when pressure is applied, and then fall out.

A DC 12 Intelligence (Investigation) check reveals wear marks on the tie offs, as if they can move in and out.

When a horse is tied off and applies some pressure, the post emits a high-pitched whistle that can be heard in a 120 foot radius. This scare the horse off, who runs away. When the horse runs away, the tie off slides out of the post.

A DC 14 Dexterity check with thieves’ tools disables the whistling and unlock mechanism on the tie off.

 

 

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Phonograph


 

A phonograph sits on a table, the record is spinning, but the needle is raised.

Magical Trap

The record is a special scroll filled with sonic spells. When the needle falls, it casts one of the spells through the horn.

The needle is very precariously balanced. Any creature that moves within 10 feet of it causes the needle to fall, unless they specifically take actions to move softly. If they do, this requires an DC 14 Dexterity (Acrobatics) check.

When the needle falls, it plays harpsichord music and casts one of the following spells into the room.

Channeled Sound Blast – cast as a full round action with a DC of 17

Deafening Sound Blast – with a DC of 14

Creaking Cacophony – with a DC of 13

Haunting Tune – with a DC of 13

A general aura of magic on the phonograph can be detected with detect magic or a successful DC 12 Intelligence (Arcana) check.

Dispel magic or a successful DC 16 Intelligence (Arcana) check permanently disables the spell casting abilities of the phonograph.

The record can be taken and used as a scroll with any remaining spells.

 

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Black Powder Oven


 

The kitchen is immaculate.

Mechanical Trap

The oven is locked and contains a bag of black powder. One of the jars of flour is full of gold, but if it’s opened or moved, it turns the oven on.

A DC 12 Wisdom (Perception) check reveals that one of the flour canisters sits on a piece of twine that disappears behind the counter top.

When the bowl is moved, the twine retracts, which turns on the oven. In 1d4 rounds, the black powder ignites. All targets in the kitchen take 6d6 fire damage, 1d6 bludgeoning damage, and 2d6 piercing damage. A DC 14 Dexterity saving throw halves all the damage.

The trap can be disabled in two ways. The twine can be anchored with a successful DC 12 Dexterity (Sleight of Hand) check, or can be disabled at the oven with a successful DC 14 Dexterity check with thieves’ tools. Failure on either of these sets off the trap.

 

 

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Projection Mirror


 

An ornate mirror is at the end of the hall.

Magical Trap

The mirror projects an image of the target into an adjacent room.

When a target gets within 30′ of the mirror, it must make a DC 14 Wisdom save. On a failure, an image of the target is projected into the adjacent room whichever way the target is facing. When the target moves or rotates, the image moves accordingly, mirroring the targets actions. When the target moves from one room to another, there is a brief instant where the mirrored image can be seen. A successful DC 14 Wisdom (Insight) check will identify this as a mirror image, otherwise, the image will be mistaken for an actual, unidentified person. This effect lasts for one hour.

An aura of illusion can be detected on the mirror with detect magic or a successful DC 14 Intelligence (Arcana) check.

Dispel magic or a successful DC 16 Intelligence (Arcana) check permanently disables the mirror’s illusion effect.

 

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The Floor is Lava


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

The entire dungeon is filled with various pieces of furniture.

The stones on the floor heat up when physical contact is made. Each time the floor is stepped on, the damage increases by 1d4 fire damage, I.e. first time 1d4, 2nd time 2d4, etc.

Hopping from furniture to furniture to avoid the floor requires an average Dexterity (Acrobatics) check, and moving through doorways cause this check to be at disadvantage.

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