Swinging Razors


 

Several large razors swing from pendulums across the bridge.

Magical Trap

The pendulums are easily avoided, but halfway through, darkness descends on the bridge.

A DC 10 Intelligence (Investigation) check detects the pattern in the razor swings. This grants advantage on the check to avoid them.

In order to cross the bridge, the target must make 6 consecutive DC 10 Dexterity (Acrobatics) checks. Failure causes 1d6 slashing damage from the razor.

However, halfway across, a 15 foot radius of darkness falls. This causes disadvantage on the checks to avoid the razors.

If the target stops moving, they take the 1d6 slashing damage every round at the start of their turn.

An aura of evocation can be detected on the bridge with detect magic or a successful DC 12 Intelligence (Arcana) check.

Dispel magic or a DC 14 Intelligence (Arcana) check dispels the darkness permanently.

 

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Gas Tubes


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

Several lava tubes wind their way through this cave complex

The tubes randomly emit spouts of gas and flame. Each time they do, all targets within 20 feet of the tube must make an average Dexterity saving throw or take moderate fire damage.

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Hidden Bear Trap


 

A walnut armoire is in the corner, sitting atop an ornate wooden floor.

Mechanical Trap

A bear trap is concealed in the wooden floor.

A DC 12 Wisdom (Perception) check detects that the pattern in the floor has some seams in it in the shape of a large oval, with a center circle.

A DC 12 Intelligence (Investigation) check reveals that several pieces of wood are removable.

If the section of floor is stepped on in front of the armoire, the bear trap under the floor is activated. The target must make a DC 14 Dexterity saving throw or take 2d6 piercing damage, and become restrained. It requires a DC 16 Strength check to open the trap. A DC 14 Dexterity check with thieves’ tools can also open the trap, but failure by 5 or more causes an additional 1d6 piercing damage.

The wood in the center can be removed with a DC 12 Dexterity check. This exposes the center of the bear trap. Failure sets off the trap.

The sides can be removed as well with a DC 12 Dexterity check which exposes the sides. Failure does not set off the trap.

Once exposed, the trap can be disabled with a DC 14 Dexterity check with thieves’ tools. Failure by 5 or more sets off the trap.

Of course, the trap can be set off with a device 5 foot in length or more with no consequence.

 

 

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Hand Door


 

A set of hands acts as a door pull on these double doors.

Magical Trap

The hands spray flame when pulled.

When the door is pulled open, all targets in a 15-foot cone must make a DC 11 Dexterity saving throw. On a failed save, they take 3d6 fire damage or half as much on a successful save.

An aura of evocation can be detected on the hands with detect magic or a successful DC 12 Intelligence (Arcana) check.

Dispel magic or a DC 14 Intelligence (Arcana) check dispels the trap permanently.

 

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Exploding Window


 

A large plate glass window overlooks the courtyard.

Mechanical Trap

A pressure plate in front of the window sets off an explosion which shatters the glass.

A DC 14 Wisdom (Perception) check reveals a large seam in the shape of a rectangle around several tiles next to the window.

If the window is approached, the pressure plate activates. Explosives shatter the window. All targets within 10′ of the window take 3d6 slashing and piercing damage, with a DC 14 Dexterity saving throw halving this damage.

The pressure plate can be disabled with a DC 14 Dexterity check with thieves’ tools.

The explosives can be disabled with a DC 12 Dexterity check with thieves’ tools.

Failure by 5 or more on either check sets off the trap.

 

 

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Poison Lock


 

The wooden door is secured by an iron lock.

Magical Trap

The lock sprays poison at the target.

A DC 14 Wisdom (Perception) check reveals a little corrosion around the keyhole.

A DC 16 Intelligence (Investigation) check shows this corrosion to be from some kind of caustic substance that has come from the inside of the lock.

When the lock is opened, a puff of oily gas comes from the lock. The target must make a DC 10 Constitution saving throw or take 1d12 poison damage.

An aura of conjuration can be detected on the lock with detect magic or a successful DC 12 Intelligence (Arcana) check.

Dispel magic or a DC 14 Intelligence (Arcana) check dispels the trap permanently.

 

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Sodium Chest


 

A metal chest sits in the corner.

Mechanical Trap

The chest is half full of water. A chunk of sodium is lodged in the lid which falls into the water when opened.

A DC 12 Wisdom (Perception) check detects traces of water near the base of the chest that appears to be leaking from the chest.

When the chest is opened, the sodium falls into the water. All targets within 15′ take 4d6 fire damage, with a DC 16 Dexterity saving throw halving this damage.

The trap can be disabled by drilling a hole in the bottom of the chest and allowing the water to drain out.

If the chest is shaken vigorously, via a DC 14 Strength check, the sodium will fall into the water. As long as the chest is still locked, no damage will happen. If the chest has been unlocked, it will be set off as above.

 

 

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Unlimited Food


 

A bountiful feast is laid out on the table before you.

Magical Trap

The feast causes the target to be the recipient of unlimited food.

A DC 18 Intelligence (Arcana) check reveals that the food is arcane in nature. But otherwise is perfectly good.

If any of the food is eaten, the target must make a DC 16 Constitution saving throw. On a failure, every hour the target will be the recipient of enough food that it will cause the target to be heavily encumbered. The food will be deposited in containers, bags, etc. It requires 1d4+1 rounds to drop all the excess wait.

An aura of conjuration can be detected on the food with detect magic or a successful DC 18 Intelligence (Arcana) check.

Dispel magic or a DC 19 Intelligence (Arcana) check dispels the food from the table permanently. If used on an affected player, any carried food is dispelled and the effect end immediately.

 

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Explosive Crystals


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

Crystals line the walls and ceiling of this cave. They are loosely attached and easy to knock off.

Whenever a character does a physical action other than a simple move, such as jumping, a dexterity save, a melee attack, etc, they must make an average Dexterity (Acrobatics) check or they knock a crystal loose. When a crystal falls, it explodes, causing moderate fire damage to all in a 10′ radius, with an average Dexterity saving throw halving the damage. Yes, this save triggers another check for knocking off crystals. Also, the explosion has a 25% chance of knocking off another crystal.

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Sludge


 

A trapdoor can be pulled down from the ceiling.

Mechanical Trap

When the trapdoor is pulled down, thick sludge pours down onto the victim.

A DC 16 Wisdom (Perception) check reveals a bit of moisture around the edges of the trapdoor.

A DC 16 Intelligence (Investigation) check shows the moisture to be raw sewage.

When the trap door is pulled open, a container of sewage tips over and pours down the door. The target must make a DC 14 Dexterity saving throw or be covered in sludge. Every hour that the target is covered in sludge they must check to see if they are infected with sewer plague.

Also, while covered in sludge, any social checks are made at disadvantage.

It requires 1d4+2 round to clean off the sludge and also requires 2 gallons of water. 1 quart of water can be used if clothing/armor is changed.

The trap can be disabled by either remotely pulling down the door by fashioning a device, or by pushing up on the trap door and letting the bucket slide off the door. The latter requires a DC 14 Dexterity check. If this check fails by more than 5, the door opens and splashes the sludge onto the target.

 

 

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