Posts Tagged With: 5e

Poison Ivy


A small chest sits under the table.

Mechanical Trap

 

The chest has been coated with poison ivy oil.

A DC 12 Wisdom (Perception) check detects an oily sheen on the chest.

A DC 16 Intelligence (Nature) check reveals this oil to be from a plant and a likely irritant.

When the chest is opened, the target must make a DC 14 Constitution saving throw. On a failure, the target will develop a rash in 1d4 hours. This rash lasts for 1d4 days and confers disadvantage to all skill checks and Dexterity-based rolls.

This rash can be removed with a lesser restoration.

The oil can be removed by applying soap and water to the chest for 2 rounds. If gloves or a cloth are used to open the chest, it will bypass the oil with a successful DC 8 Dexterity (Sleight of Hand) check. However, these items need to be washed in soap or discarded immediately. If they are put away before being washed, the target must make the Constitution check as above.

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

The No-Touch Feast


A huge dining room is serving up a magnificent feast.

Magical Trap

 

The feast poisons consumables the party may have.

A very long table that seats 32 is covered in every exotic food imaginable. The servingware, trays, plates, etc are all silver and gold and many are trimmed in expensive jewels.

If anything on the table is removed and not returned within 1 round, all targets in the room have every consumable on them poisoned – food, potion, etc.

The items poisoned still have their normal effect. However, they also cause the target to become poisoined for 1 day after using them. The items are permanently poisoned, and only a greater restoration can remove the effect.

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

dispel magic (DC 16) dispels the trap but will not remove any existing effects.

 

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

Gold Bauble on Vase


A golden sphere sits atop a ceramic vase.

Mechanical Trap

 

The vase is filled with poison gas, which release if the sphere is removed.

A DC 14 Wisdom (Perception) check detects a small black ring between the sphere and the vase.

A DC 14 Intelligence (Investigation) check reveals that this is probably something that creates a seal.

If the sphere is removed, the gas inside the vase leaks out. All targets within 30′ of the vase must make a DC 14 Constitution saving throw or be reduced to 0 hit points. On a success, the target loses half of their current hit points instead. The gas dissipates in 1d4 rounds after being released.

In order to remove the sphere safely, there are a few options. The sphere can be removed from a distance, but it weighs 100 pounds.

It’s also possible to leak the gas into another container, such as a wineskin by drilling a small hole in the vase and routing the gas through some kind of tubing. This requires a DC 19 Dexterity check with thieves’ tools. Failure means the gas leaks out normally.

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Summoned Portcullis


An open archway leads into the courtyard.

Magical Trap

 

If the archway is passed through without deactivating the trap, a portcullis magically appears.

A DC 8 Wisdom (Perception) check detects large indentations in a line across the center of the arch floor.

A DC 12 Intelligence (Investigation) check reveals that they are angled at the bottom, as to accomodate sharpened posts.

When the centerline of the archway is passed through, a close portcullis appears. All targets on the centerline must make a DC 14 Dexterity saving throw or get impaled by the portcullis. Those that are impaled take 8d6 piercing damage and are restrained by the portcullis. 

Freeing oneself from the portcullis requires destoying or cutting a beam. The beam is AC 10 with 15 hp. If a saw is available, it can be cut through in 20-STR rounds.

Unless magical healing is applied, the restrained target bleeds out for 1d6 damage per round until freed.

A lever on the far side of the portcullis can be pulled to deactivate the trap.

A detect magic or similar spell detects an aura of evocation on the arch.

dispel magic (DC 15) dispels the trap if it has not been set off, or dispels the portcullis if it has.

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

Acid Door


A glass door leads to the next room.

Mechanical Trap

 

The door has no easy way of opening, and is dual-paned. The interior is filled with a clear acid.

A DC 16 Wisdom (Perception) check detects that the cavity between the glass is not empty, but filled with a clear liquid.

A DC 18 Wisdom (Perception) check detects a small depression in the frame of the door.

In order to open the door, it must be slid open, which requires a DC 8 Strength check. However, once slid, the acid spills out the side. All targets within 5′ of the door take 4d4 acid damage, with a DC 14 Dexterity check halving this damage.

If the glass is broken (AC 5, hp 5) the acid spills out as well.

The depression operates a mechanism that drains and refills the acid. It requires a DC 14 Dexterity check with thieves’ tools, or a DC 16 Intelligence (Investigation) check to operate the mechanism. It takes 1 round to drain or fill.

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Force Door


A wooden door blocks the way.

Magical Trap

 

A force wall activates if the door is opened.

The door is locked and requires a DC 14 Dexterity check with thieves’ tools to unlock.

When the door is opened, a 10×10 cube of force walls appears centered on the door. These act in all ways like a wall of force. Targets at the edge may make a DC 14 Dexterity saving throw. On a failure, they are stuck inside the walls. On a success, they may choose which side of the wall to be moved to. The cube lasts for 10 minutes.

A detect magic or similar spell detects an aura of evocation on the door.

dispel magic (DC 15) dispels the trap if it has not been set off, but has no effect on the cube.

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Copper Mine


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

Steam rises from pools of water in this abandoned copper mine.

The water is thick with copper, and the steam puts it into the air. For every hour spent in the mines, targets must make an average constitution saving throw. On a failure, they gain a level of exhaustion. These levels cannot be removed in any manner until they have left the mine.

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Trap Door Stairs


A free standing staircase goes upwards, covered in a carpet runner.

Mechanical Trap

 

The 2nd to top stair has a trap door covered by a separate piece of carpet.

The stairs are somewhat bigger than normal.

A DC 12 Wisdom (Perception) check detects that on the 2nd to last stair, the carpet is separated from the rest of the carpet.

When the 2nd to last stair is stepped on, the entire stair swings downwards. The target must make a DC 14 Dexterity saving throw or fall, taking 2d6 damage.

Since the stairs are large, it requires a DC 8 Dexterity (Acrobatics) check to step over the stair. If the target is smaller than size Medium, this check is at disadvantage. Faulure means the target steps on the stair.

The stair can also be nailed into place with a hammer and nails, and a successful DC 12 Intelligence (Investigation) check.

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Cold Door


A metal door blocks the way.

Magical Trap

 

The door supercools when opened.

The door requires a DC 14 Dexterity check with thieves’ tools to unlock.

When the door is opened, it immediately becomes cold. All targets within 5 feet take 2d6 cold damage, with a DC 12 Constitution saving throw halving this damage. This effect lasts for 1 hour, so effectively, anyone going through the door takes cold damage.

If the door is touched with bare flesh, the flesh sticks to the door. This deals an additional 1d6 cold damage and becomes restrained. In order to free the target, a DC 12 Strength check is required to rip the flash away from the door, which causes 2d6 bludgeoning damage. Also, if 1d6 fire damage is applied, the target can be freed as well.

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

dispel magic dispels the cold effect. It takes 2d6 rounds for the cold effect to wear off after that.

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Folding Ladder


A ladder has been left leaning up against the stone wall.

Mechanical Trap

 

The pins in the ladder have been removed, causing it to collapse if weight is put on it. Additionally, the pin holes are filled with a contact explosive that go off either if the pins are put back in or the ladder collapses.

A DC 12 Wisdom (Perception) check detects the missing pins. 

A DC 14 Intelligence (Investigation) check reveals the black substance inside the pinholes as a contact explosive.

If the pins are not re-inserted, once a target climbs 10 feet up the ladder it collapses. The target takes 1d6 falling damage, and must make a DC 12 Dexterity saving throw. On a failure, they take an additoinal 1d6 bludgeoning damage from the ladder. The ladder also explodes as below.

If the pins are re-inserted, the ladder explodes loudly. All targets within 15′ of the ladder take 1d6 piercing and 1d6 fire damage, with a DC 12 Dexterity saving throw halving the damage.

The explosive can be cleaned out with with a successful DC 14 Dexterity check with thieves’ tools. Failure causes an explosion.

The explosive can also be neutralized. With a successful DC 14 Intelligence (Investigation) check, the target can make an alcohol compound that neutralizes the explosive.

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