Posts Tagged With: 5e

Guardian Statues


Several marble statues are lined up along the walls. Each holds a greatsword.

Magical Trap

 

The statues animate and strike with the sword.

When a target gets within 5′ of a statue, the statue takes a readied action and strikes with the greatsword. This is a +8 melee attack for 2d6 + 6 slashing damage. The statue keeps attacking as long as the target is within melee range.

The statue itself is AC 15 and 100 hp.

Note that the statues are spaced 5′ apart, and only have gaps for doors, so it’s likely a target will be attacked by more than one statue.

A detect magic detects an aura of transmutation on each statue.

A dispel magic destroys a single statue.

Categories: 5e, Dungeons and Dragons, magical | Tags: , | Leave a comment

Measured Steps


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

This room has recessed feet carved into the floor, each about 18″-24″ apart.

When walking through the room, one must tread on the feet. It requires an average Dexterity (Acrobatics) check for medium-sized creatures for each movement action. This check is at disadvantage for other sizes.

If a target fails, they must make a hard Constitution saving throw. On a failure, the target is hobbled, taking average bludgeoning damage. The target’s speed is reduced to 1/4 and they must rest 1 round after any round that they move or take a level of exhaustion. The target also gains disadvantage on any Dexterity-based roll.

The penalty goes away when the damage suffered is healed, either naturally or magically.

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Gas Leak


A locked iron door is hidden in the back of the room.

Mechanical Trap

 

The room behind is filled with an odorless flammable gas.

There is a flint and steel that strikes when the door is opened.

A DC 14 Intelligence (Investigation) check detects a small piece of flint wedged between the door and the frame. With a DC 16 check, all the pieces of flint are detected (1d4 +1 pieces)

When the door is opened, the flint sparks causing the gas to ignite. All targets within 30 feet take 6d6 fire damage, with a DC 14 Dexterity saving throw halving the damage. An open flame within 10′ of the door will also ignite the gas.

A DC 22 Wisdom (Perception) check detects the ever-so-faint odor of gas.

It requires a DC 16 Dexterity check with thieves’ tools to remove the flint without igniting the gas.

Once the door is opened, the gas either ignites or dissipates. The gas fills the room back in 10 minutes after the door is closed.

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Leave the Lights Off


The inside of the castle is very dark.

Magical Trap

 

Any light source becomes darkened.

When a target enters the area with a light source or turns on a light source, they must make a DC 12 Wisdom saving throw. On a failure, the target is plunged into magical darkness in a 5′ radius centered on the target. This darkness works as the spell, and stays with the target for 10 minutes or until dispelled.

A detect magic detects an aura of evocation in the area.

A dispel magic destroys the trap. If it has already been triggered, it instead destroys a single darkness effect.

Categories: 5e, Dungeons and Dragons, magical | Tags: , | Leave a comment

Dry Hillside


A grassy hill leads up to a small manor.

Mechanical Trap

 

The hill is rigged to ignite.

A DC 16 Wisdom (Perception) check detects that some of the grasses are artificial.

A DC 14 Intelligence (Investigation) check reveals that the artificial grasses are made of wire that runs into the ground.

A guard from the manor can trip the trap. When they do so, the wires spark, igniting the dry grass. All targets in the grass take 2d6 fire damage, with a DC 16 Dexterity saving throw halving the damage. On each target’s turn, a target that starts, ends, or enters the fire on their turn takes the above damage.

The fire burns for 1d10+10 rounds before burning itself out.

It requires 1d4+2 of the wires in the ground to be cut to disable the trap.

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Acid Moat


A shallow moat surrounds the keep.

Magical Trap

 

Crossing the moat causes the water to turn to acid.

When a target reaches the far side of the moat, the water turns to acid.

The moat is 15 feet deep, 15 feet wide and is filled with 5 feet of water. When a target gets to the other side, all of the water turns to acid. All targets in the moat take 4d4 acid damage. At the start of a target’s turn, any target in the acid takes 4d4 acid damage. Also, any target the ends their turn or enters the acid during their turn takes 4d4 acid damage.

The acid turns back to water in 1 hour.

A detect magic detects an aura of transformation on the moat.

A dispel magic destroys the trap. If the moat is filled with acid, it remains filled and does not revert.

Categories: 5e, Dungeons and Dragons, magical | Tags: , | Leave a comment

Water Filled Keep Next To A Cliff (Really)


A small tower keep is hear with a stout, wide and wooden door set into the side of the keep that is 15′ away from a steep cliff.

Mechanical Trap

 

The keep is filled with water.

A DC 14 Wisdom (Perception) check reveals that the door is swollen with moisture.

A DC 16 Intelligence (Investigation) check reveals that is is being soaked from the inside out.

The door requires a DC 12 Dexterity check with thieves’ tools to open and a DC 10 Strength (Athletics) check to pull it open.

When the door is pulled open, water comes rushing out. All targets in a 15′ cone must make a DC 16 Strength saving throw. On a failure, the target is swept over the cliff, where they fall and take 10d6 bludgeoning damage.

A hole can be drilled into the door to drain the water. The door is 10′ high. If a hole is drilled 1 ft high or less, the water rushes out harmlessly when the door is opened. from 1 ft to 5 ft, the saving throw is at advantage, and higher than that has no effect on the saving throw.

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Rickety Ladder


A rickety ladder is attached to the 20 foot high wall.

Magical Trap

 

Climbing the wall causes targets to stick to it.

The ladder looks very unstable. Testing it reveals that it moves in places and appears to detach in other places from the wall. All in all, it does not look safe. A DC 16 Wisdom saving throw will see through this as an illusion; the ladder is actually quite safe.

The wall is uneven and rough, and easy to climb, requiring a DC 8 Strength (Athletics) check to scale it.

If a target scales the wall when they get halfway up they may make a DC 16 Dexterity saving throw to drop to the ground, taking 1d6 bludgeoning damage. On a failure, or if they do not attempt it, they instead are stuck fast to the wall, gaining the restrained condition, and also being unable to use hands and feet for any actions. It requires a DC 18 Strength (Athletics) check to pry oneself from the wall. On a success, this must be followed up with a DC 18 Dexterity saving throw to avoid falling.

A detect magic detects an aura of illusion and transformation on the wall.

A dispel magic destroys the trap. Any stuck creatures on the wall must make a DC 18 Dexterity saving throw as well or fall.

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Cask Room


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

This room has been disused for a long time. A brick wall is on one side of the room, where faint noises can be heard from the other side. If investigated, the target must make a moderate Wisdom saving throw. On a failure, the target is compelled to start pulling out bricks, which can be done easily from this side.

The other side of the wall contains a portal to a chaotic dimension, which pulls the target in immediately. That target’s cries are added to the noises coming from the wall

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Dunk Tank


A safe door is on the back wall of the otherwise empty closet.

Mechanical Trap

 

The safe door lever causes the floor to swing open to a pit of acid below.

The safe can be cracked open with a successful DC 18 Intelligence (Investigation) check and a successful DC 16 Dexterity (Sleight of Hand) check. When this happens, an audible click is heard from inside the safe. Pulling the lever opens the door, but also opens the floor. The target must make a DC 14 Dexterity saving throw or fall into a pit of acid. The target takes 2d4 acid damage and then takes an additional 1d4 acid damage at the beginning of their turn.

A DC 14 Intelligence (Investigation) check reveals the the edges of the floor are attached to mechanical levers.

The floor can be secured with a DC 16 Dexterity check with thieves’ tools. 

Categories: 5e, Dungeons and Dragons, mechanical | Tags: , | Leave a comment

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