Posts Tagged With: 5e

Parting of the Sea


A castle sits in the middle of a lake.

Magical Trap

 

The water is enchanted such that any creature that travels by water to the island causes the water to part, forming a trench.

When a target gets about halfway across the lake, whether by swimming or boat, the water suddenly parts. The target must make a DC 14 Dexterity saving throw or end up on the bottom of the watery trench. The walls of the trench are 30 feet high, and require a DC 12 Strength check to enter. However, wherever the target enters, they will mostly likely be under over 20 feet of water. A successful DC 10 Constitution check is required if the water is entered with more than 20 feet above. On a failure, the target gains the poisoned condition until the surface is reached, and also gains 1 level of exhaustion. Normal swimming rules apply.

While in the trench, it is difficult terrain.

After 1 minute, the water slowly returns. Any creatures in the water slowly rise to the top. 

A detect magic or DC 16 Intelligence (Arcana) check detects an aura of transmutation on the water.

The trap can be neutralized with a dispel magic cast on the water.

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

Fungus Dungeon


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

The floor of all the caves is covered with a thick layer of small mushrooms.

Every step causes a small cloud of spores to poof up from the floor.

Each time a target takes a move action, that target must make an easy Constitution saving throw. On a failure, they gain 1 level of exhaustion.

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Narrow Corridor


 

The corridor is very narrow and will be a tight squeeze.

Mechanical Trap

A pressure plate in the middle of the hall causes dozens of little hooks to protrude from the walls, making progress very difficult.

A DC 14 Wisdom (Perception) check reveals several small indentations in the walls as well as a rectangular indentation in the middle of the floor.

The indentations purpose can be discovered with a DC 12 Intelligence (Investigation) check. Each wall indentation has a small barbed hook flush with the wall. The floor indentation appears to be a pressure plate.

If the plate is stepped on, all the hooks protrude into the hallway. Medium-sized or larger creatures that move through the hall take 1d4 slashing damage each time they move, and must make a DC 12 Dexterity (Acrobatics) check to move more than 5 feet, where they get stuck on hooks. It requires either a DC 12 Dexterity (Acrobatics) check or a DC 12 Strength check as an action to free oneself. If the Strength check is used, the target takes an additional 1d4 slashing damage.

Each hook can be easily pulled out of the wall. There are 12d12 hooks in the wall. The pressure plate can also be disabled with a successful DC 12 Dexterity check with thieves’ tools. Failure by more than 5 sets off the trap.

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

Trap Setter


A large iron door leads to the next area.

Magical Trap

The door curses the target, resulting in disadvantage on all checks and saves vs. traps and their effects.

When a target passes through the doorway, they must make a DC 14 Wisdom save or else they are cursed. Whenever the target must make a check or a saving throw that deals with a trap or its effects, that roll is at disadvantage.

The only way to get rid of this effect is with a remove curse.

A detect magic or DC 16 Intelligence (Arcana) check detects an aura of enchantment on the door.

The trap can be neutralized with a dispel magic (DC 15).

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

Rotating Beam


 

A wide beam crosses the chasm.

Mechanical Trap

The beam is not secured, and rotates.

A DC 14 Intelligence (Investigation) check reveals that the end of the beam where it is secured into the ground appears to have a rotating mechanism.

When the beam is crossed, it begins to rotate. The target must make a DC 14 Dexterity saving throw or fall, taking 3d6 damage. A target may walk across the beam without having it rotate. To do so, each movement requires a successful DC 14 Dexterity (Acrobatics) check. If this fails, the beam rotates as above.

The beam may be secured at either end with a successful DC 14 Dexterity check with thieves’ tools.

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Dimensional Rug


A large rug is on the floor of this tower-top room.

Magical Trap

The rug covers a trap door on the floor that teleports the target 20′ outside the window.

A DC 12 Wisdom (Perception) check reveals that the center of the rug bulges slightly. Moving the rug reveals a trap door.

The trap door is fake, and if it is touched, the target must make a DC 16 Wisdom saving throw or be teleported 20′ outside the window, which is 50′ above the ground. The target then falls, taking 5d6 damage.

The rug itself, while in this room blocks magical effects of objects that it covers. As long as the rug covers the trap door, nothing happens.

A detect magic or DC 16 Intelligence (Arcana) check detects an aura of conjuration on the uncovered trap door. If the rug is covering it, nothing is detected.

The trap door effect can be neutralized with a dispel magic (DC 15).

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

Leaky Gas Pipe


 

A chest sits in the back of this room.

Mechanical Trap

A leaky gas pipe is under the chest. When opened, the chest makes a spark underneath, igniting the gas.

A DC 12 Wisdom (Perception) check notes that the chest is raised from the floor by about 1/4″, and that the edges on the bottom are blackened. If examined, the bottom of the chest is raised up an additional inch from the edges. If the chest can be examined underneath without moving it, there is an obvious flint and steel striking mechanism, triggered by a wire running out of the chest.

A DC 14 Wisdom (Perception) check reveals a strange smell coming from the chest. A DC 14 Intelligence (Investigation) check determines that the smell is gas.

When the chest is opened, the lid operates a striker on the bottom of the chest. This sets off the gas. All targets within 15′ take 3d6 fire damage, with a DC 14 Dexterity saving throw reducing this by half. The chest is undamaged. Moving the chest also sets off the trap.

A DC 14 Wisdom (Perception) check lets the target see a small wire near the hinge in the gap between the lid and box.

A DC 14 Dexterity check with thieves’ tools allows this wire to be cut, disabling the trap.

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

Off-Stair


A steep stairway leads downwards.

Magical Trap

The stairs are uneven, but covered over with an illusion that causes the stairway to look uniform.

Any creature that walks down the stairs must make a DC 12 Dexterity (Acrobatics) check each time they move. On a failure, they fall down the stairs, taking 3d6 bludgeoning damage and fall prone at the base of the stairs.

Anyone that examines the stairs can detect the illusion with a successful DC 14 Intelligence (Investigation) check.

The cracks are full of water. When the bridge is crossed, it is magically cooled, causing the water to freeze and destroy the bridge.

A detect magic or DC 14 Intelligence (Arcana) check detects an aura of illusion on the stairs.

The effect can be removed with a dispel magic cast on the stairs .

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Full Dungeon


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

While in this dungeon, every target must make a hard Constitution saving throw every hour. If they fail, they suddenly feel very full. This fullness gives the target the poisoned condition. This condition can be removed with a successful saving throw the next hour, or it goes away on its own 1 hour after leaving the dungeon.

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Gold Pouch


 

A pouch of coins has been hidden behind the panelling in the wall.

Mechanical Trap

Several sharp objects have been place above the pouch. If the pouch is moved, these objects fall as the pouch strings are entangled with the objects above.

A DC 12 Wisdom (Perception) check reveals that the purse strings are knotted, and the ends lead upwards.

If the pouch is removed, the strings pull the sharp objects down. The target must make a DC 12 Dexterity saving throw or take 3d4 piercing damage.

The pouch can be removed safely by cutting the strings first. This requires a DC 12 Dexterity check. Failure results in the objects falling.

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

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