Posts Tagged With: 5e

Annoying Noise


A clock with chimes is built into the door.

Magical Trap

 

If the door is opened, the chimes go off, which makes it hard to concentrate for quite some time.

A DC 18 Wisdom (Perception) check detects a small wire that runs from the lock to the chimes and is deeply embedded in the wood.

The lock requires a DC 15 Dexterity check with thieves’ tools to open.

When the lock is opened, the chimes sound. All targets within 30′ must make a DC 14 Wisdom saving throw. On a failure, all skill checks are at disadvantage for one hour due to a constant ringing in the ears. On a success, this effect lasts for 1 minute.

A detect magic or similar spell detects an aura of divination on the chimes.

A dispel magic disables the chimes. 

The wire can be cut with a successful DC 14 Dexterity check with thieves’ tools. Failure sets off the trap.

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Logs


 

The hill on the side of the road is thick with underbrush and steep.

Mechanical Trap

 

A large pile of logs is hidden in the underbrush. A disguised rope across the road causes the logs to tumble into the roadway.

A DC 12 Wisdom (Perception) check detects a disguised rope set about 1 inch above the roadway. This check is at disadvantage if the spotter is mounted.

A DC 14 Intelligence (Nature) check reveals that the thick vegetation on the side of the road is dead, and is a pile, and not actually growing.

When the rope is crossed, the logs tumble into the roadway. All targets within 20′ of the rope must make a DC 12 Dexterity check or be hit by rolling logs, taking 6d6 bludgeoning damage and becoming prone.

Mounted targets have advantage on the save, but take an extra d6 bludgeoning damage from falling off of the mount if they fail.

The rope, if spotted, can be easily avoided. 

The rope can be cut and carefully moved out of the way. Doing so requires a DC 14 Dexterity saving throw, with a failure setting off the trap.

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Void Pit


A gold altar, with lots of expensive offerings in front of it dominates the chapel.

Magical Trap

 

The altar has a hidden pit in front of it. The bottom of the pit is a gate to the void.

A faint 20’x10′ outline can be seen in the stone floor in front of the altar with a DC 12 Wisdom (Perception) check. However, try as one might, no triggering mechanism can be found, as that is magical, nor can the stone be moved, it still presents as a solid floor.

If any of the items on the altar are touched, the 20’x10′ foot section of floor disappears, revealing a 10′ pit with an inky black bottom. Targets on the floor section must make a DC 14 Dexterity save or fall into the pit. When they hit the bottom, they are gated to a random place in the void.

Characters gated to the void must be retrieved by magical planar methods.

One minute after the trap is sprung, the floor reappears.

A DC 16 Intelligence (Arcana) check reveals the bottom of the pit as a gate to the void.

A detect magic or similar spell detects an aura of evocation and conjuration on the altar.

A dispel magic prevents the floor from disappearing, while a dispel magic (DC 19) destroys the gate under the floor.

 

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Spring Bolt


 

A sliding bolt secures the door from this side.

Mechanical Trap

 

The bolt hides a chamber that contains a spring-loaded projectile, which is released when the bolt is slid aside.

A DC 16 Wisdom (Perception) check reveals the slight outline of the top of the chamber behind the bolt.

When a target slides the bolt aside, the first target in a 30′ line suffers a +8 ranged attack for 2d8 piercing damage.

If the outline is noticed, the bolt can be opened from the side, where the projectile will not strike anyone, as long as no one is in front of it.

A DC 16 Intelligence (Investigation) check allows one to fashion a cover for the chamber. They must have access to a thin metal plate and either nails or screws for it to work. With the cover in place, the projectile will be contained. 

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Burning Hands


An altar to an ancient god stands here. A few coins lie around it.

Magical Trap

 

If any of the coins are stolen, or an offering not made, the offending person is cursed, causing them to spray flame from their hands when touching themselves or someone else for a friendly spell.

A DC 14 Intelligence (Religion) check identifies the god as an ancient god that is just to a fault, and punishes the most minor of transgressions.

If the coins are disturbed, or an offering of at least 1gp is not made, when the target leaves the room, they must make a DC 14 Wisdom saving throw or become cursed.

This curse lasts until discharged. When the target casts a spell or makes a check or action that involves them touching themselves or a friendly (such as stabilizing, giving a potion, etc) the target’s hands burst forth with flame. The recipient and all targets within a 15′ cone take 4d6 fire damage, with a DC 15 Dexterity check halving the damage. The immediate recipient makes this save at disadvantage.

A detect magic or similar spell detects an aura of evocation and necromancy on the altar.

Simply offering 1gp per person bypasses the trap.

Alternatively consecrating the altar permanently disables the trap.

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Mirrors and Lenses


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

The treasure room is very grand, with a large chest in the center.

The entire complex has a series of light tubes, mirrors and lenses installed that channels all light from outside and inside to the very spot of the chest.

When the chest is opened, the covers that block light are lifted throughout the complex. This causes an intense beam of light to shine down on the chest.

All targets within 10′ of the chest must make a hard Dexterity saving throw or take heavy fire damage, or half the amount on a successful save. The chest is also melted into a slag of gold and silver. Still valuable, but not as valuable.

The mechanism runs inside the chest and out the bottom into the floor. Detecting and disabling it requires hard Intelligence (Investigation) and Dexterity checks with thieves’ tools.

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Exterminator


 

Flies and gnats fly in through the open window.

Mechanical Trap

 

When the window is closed, it activates a small bladder of poison that puffs poison into the room.

The flies and gnats are thick. While in the room, skill checks are performed at disadvantage.

A DC 12 Wisdom (Perception) check detects a small bladder at the base of the window sill.

When the window is closed, the bladder dispenses a small cloud of poison gas. All targets in the room must make a DC 14 Constitution saving throw or become poisoned for 1 hour.

The flies and gnats in the room are killed by the gas.

A DC 14 Dexterity check with thieves’ tools is required to remove the bladder from the window. Failure breaks it, dispensing the gas into the room. However, if the window is open when the gas is dispensed, the saving throw against it is at advantage. 

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Soul Door


A lifelike statue stands guard next to an iron door.

Magical Trap

 

When the door is unlocked, the soul of the person is taken away and trapped in the statue, and the statue takes on the likeness of the trapped person.

A DC 14 Intelligence (Investigation) check notes a very life-like look of anguish on the statue’s face.

The door requires a DC 20 Dexterity check with thieves’ tools to unlock. When unlocked, the target must make a DC 18 Wisdom saving throw. On a failure, their soul is trapped inside the statue, causing the statue to take on their likeness.

Once trapped, it requires a DC 24 Intelligence (Arcana) by a spell caster that can cast spells from the necromancy domain to put the soul back in the body. The body must within 15′ and in good (preserved) condition.

If the body had decayed for more than 2d4 days, the soul is returned but the person will be dead.

A detect magic or similar spell detects an aura of necr9omancy on the statue.

A dispel magic (DC 18) destroys the statue, killing the soul of anyone trapped inside.

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Poppies


 

A narrow walkway winds through a garden of poppies.

Mechanical Trap

 

The poppies have all been dusted with a hallucinogenic powder.

A DC 13 Wisdom (Perception) check notes the powder dusting on the flowers.

A DC 14 Intelligence (Nature) check detects that this powder is not naturally occurring on this type of flower.

When a target steps off the path, the poppies are disturbed, causing a small cloud of dust to appear.

All targets within 5′ must make a DC 14 Constitution saving throw. On a failure the target is confused (as per the spell) and poisoned for 1d6 + 1 rounds. The poison effect lasts for 10 minutes after the confusion wears off.

The powder can be suppressed for one hour by wetting the flowers. 

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Refraction


Up ahead, the light seems strange.

Magical Trap

 

The air in this room refracts light in interesting ways.

While in this room, all skill checks, saves and rolls that require vision are at disadvantage.

A detect magic or similar spell detects an aura of transmutation in the room.

A dispel magic dispels the refraction effect, removing the disadvantage.

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