Floating Floor


A stone tile floor is here.

Mechanical Trap

 

The floor floats on top of a pool of acid and can unbalance, dumping the occupants in the acid.

A DC 10 Intelligence (Investigation) check reveals that the floor is not stone, but ceramic.

The floor feels unsteady when stepped on, and a DC 12 Wisdom (Perception) check detects movement at the edges of the floor.

When a combined weight of 300 libs is applied to the floor, it tips over. All targets on the floor must make a DC 14 Dexterity saving throw or be dumped into the acid pool. The floor then rights, trapping the targets underneath.

The pool is six foot deep. Each target in the pool takes 2d4 acid damage at the start of their turn.

In order to escape, the floor must be broken. It is AC 15 and requires 20 hp of damage to make an opening large enough for a medium-sized creature. Add or deduct 5 hp for each larger or smaller size category.

Creatures attacking from underneath the floor make their attacks with disadvantage.

Once a hole is made, it requires a DC 12 Strength (Athletics) check to climb out onto the floor. If the hole is made near an exit, this check is at advantage to climb into the doorway.

The floor still tips over if 300lbs or more of weight is applied.

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Force Trap


Stairs lead down into the basement.

Magical Trap

 

The top stair has been set with a bear trap made of pure force.

A DC 16 Wisdom (Perception) check detects a slight anomoly on the top stair.

When a target steps on the top stair, they must make a DC 16 Dexterity saving throw or take 2d6 piercing and bludgeoning damage, and become restrained.

The trap is permanent and cannot be opened. The only way out is to destroy the trap with a disintegrate, or use a teleport or other such spell to escape.

If detected, an object can be used to poke the stair and set off the trap.

A detect magic detects an aura of evocation.

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The Cutting Room


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

This room was used to make pastry and cut it into strips at scale.

The floor is made of marble, but an average Wisdom (Perception) check detects grooves that run the length of the floor from end to end about 6 inches apart the correspond with slits in the far wall.

One round after a party enters the room, the cutters come out of the wall. All targets in the room suffer a high bonus melee attack for heavy slashing damage. If they don’t leave the room out the other way the next round, they suffer another attack as the blades reverse direction.

 

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Toxic Ceiling


The ceiling is made of cloth. A door leads out.

Mechanical Trap

 

The top of the door has a blade on it that cuts the fabric, which dumps toxic sand stored in the ceiling when the fabric is torn.

A DC 8 Wisdom (Perception) check detects that the top of the door is nearly flush with the ceiling.

A DC 14 Intelligence (Investigation) check reveals that the cloth appears to be under load or stress.

When the door is opened, the blade springs out from the top of the door and tears the fabric. All targets in the room must make a DC 12 Dexterity check or take 1d6 bludgeoning damage from the falling sand. Additonally, all target in the room must make a DC 14 Constitution saving throw or becomes poisoned for 1 hour. Targets that took damage from the sand are at disadvantage on the Constitution saving throw.

If the door is examined, a DC 14 Intelligence (Investigation) check reveals that the knob has a complex locking mechanism that can be defeated with either a DC 14 Dexterity check with thives’ tools, or a DC 16 Intelligence (Investigation) check. Failing either or both has not effect, but the blade still cuts the fabric if the door is opened.

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Trap Door Holder


At the top of the tower, a trap door can be removed.

Magical Trap

 

The trap door has to be removed to be opened. To prevent having to repair it all the time, if it’s dropped and not put in the holder, it teleports back to the top again.

A DC 8 Wisdom (Perception) check detects a spot on the wall that holds the trap door when removed.

The trap door requires a DC 5 Dexterity (Acrobatics) check to remove and another to place in the holder. A failed check on the first fails to open it, and on the second causes the holder to drop the door.

If the trap door is dropped, it immediately appears just above the target. The target must make a DC 14 Dexterity saving throw. On a failure they take 1d6 bludgeoning damage from the door, and 3d6 falling damage from the fall.

A detect magic detects an aura of conjuration on the trap door.

A dispel magic removes the teleport effect from the trap door.

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Bag of Coins


A bag of coins sits in a damp corner.

Mechanical Trap

 

The bag has been placed atop a crack in the tile that is leaking toxic gas.

A DC 14 Wisdom (Perception) check detects the faint odor of almonds when a target is within 5′ of the bag. A DC 16 Intelligence (Nature) check identifies the odor as a toxic gas.

When a target removes the bag they must make a DC 16 Constitution saving throw or fall unconscious. One round later, at Initiative 20, all targets within 30′ must make the same saving throw until out of range or the gas leak is fixed.

Unconscious targets make this save at disadvantage. On a failure, the unconscious target takes 1d6 Constitution damage.

Placing an object over the crack of a similar nature to the bag of coins, i.e. hefty and absorbent, stops the leak, with the gas clearing out 1 round later.

The crack could also be sealed with plaster or other such substances.

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Smoke Ropes


Smoke curls upwards from two candleabras near the door to the crypt.

Magical Trap

 

The smoke traps those that would enter the crypt.

The crypt doors are inscribed. In Abyssal, they say, “Beware those who enter, ensnared those not wise”.

The doors require a DC 12 Dexterity check with thieves’ tools and a DC 14 Strength check to open. 

When the door is opened, all targets within 30′ must make a DC 16 Wisdom saving throw. On a failure, the smoke from the candles traps the target. These targets are paralyzed.

Each trapped target takes 1d2 Wisdom damage at the start of their turn. At the end of their turn, the can retry the saving throw and escape on a success.

The smoke effect lasts for 2d4+4 rounds. If the door was not held open, it shuts and the trap resets.

A detect magic detects an aura of necromancy on the candles.

A detect evil senses that the entire area centered on the crypt is evil.

A protection from evil, or other spell that protects or dismissed evil not only destroys the trap, but also frees any trapped targets. If a target is already protected, the trap effects are suppressed, but the trap itself is not destroyed.

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Knife Lever


A lever controls the portcullis up ahead.

Mechanical Trap

 

The lever has a long concealed blade in it that comes out when the lever is pulled.

The lever is 20 feet away from the portcullis ahead. A DC 12 Wisdom (Perception) check reveals a long, thin slit running down the length of the lever.

When the lever is pulled, which requires a DC 8 Strength check, the blade comes out. The target must make a DC 14 Dexterity saving throw or take 2d4+2 slashing damage and drop the lever. Once the blade is discovered, a target may choose to fail the save. The target must then make a DC 12 Constitution saving throw to hang on and open the portcullis, otherwise, they let go.

The blade can be disabled by placing thick leather of metal over the slit. This causes the Strength check to open to be at disadvantage.

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Old Kitchen


An old kitchen is here, with several dusty containers about.

Magical Trap

 

Food carried by the party becomes rotton.

Sick of having his snacks stolen, the owner of the kitchen enchanted this kitchen to rot food if it was taken without his permission or outside of meal hours.

The food is long gone but the enchantment stays. If any of the containers are opened, any food not in one of the containers becomes rotten.

A detect magic detects an aura of tranmutation on the containers.

A dispel magic disables removes the enchantment from the containers, but will not restore any ruined food.

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Heated Press Room


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

The floor and ceiling of this room are made of smooth iron.

When a target reaches the center of the room, the ceiling falls down. All targets in the room may make a Dexterity saving throw, whose difficulty is based on their distance to the exit.

Those that fail take heavy bludgeoning damage and are trapped. Trapped targets can move at 1/4 speed with a successful Strength (Athletics) check with a hard DC.

However, once the ceiling falls, the iron floor and ceiling begin to heat up. Trapped targets take escalating fire damage at the start of their turn each round.

 

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