Posts Tagged With: 5e

Heavy Jewelry


 

A small jewelry box is under the bed.

Magical Trap

The jewelry box is enchanted to become very heavy when it has been moved away.

When the jewelry box has been moved 1000 feet away from its location, it suddenly becomes very heavy, weighing 1,000 pounds. The lid weighs 500 pounds and requires a DC 18 Strength check to open.

An aura of abjuration on the box can be detected with detect magic or a successful DC 14 Intelligence (Arcana) check.

Dispel magic or a successful DC 16 Intelligence (Arcana) check removes the enchantment from the box.

 

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

Fire Revolver


 

A round manhole cover is in the middle of the room. It has a hole in it, but there is a stone slab under the hole.

Mechanical Trap

The manhole cover must be turned clockwise to open. There are 6 matching holes in the stone, each releases a gout of flame when the hole matches up with the cover.

A DC 14 Wisdom (Perception) check notes small scratches in the stone. A successful follow-up DC 12 Intelligence (Investigation) check reveals that these scratches match up with a small metal block attached to the underside of the cover, suggesting it could trigger something when moved.

When the cover is turned, the block hits a small switch on the far side of the hole, which causes a plume of flame to erupt. This plume deals 4d4 fire damage to all targets within 5′, with a DC 14 Dexterity saving throw halving the damage.

If the hole is examined, a DC 12 Intelligence (Investigation) check reveals that the metal block push down a small switch on the side of the hole.

There are six holes. After the sixth hole. the cover and stone underneath may be removed.

The metal may be removed with a DC 16 Dexterity check with thieves’ tools. After the metal is removed, the flames no longer activate.

 

 

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

Endless Daggers


 

A delicate, golden chain has been wrapped around the handles of the double doors.

Magical Trap

Removing the chain causes the trap to trigger.

When the chain is removed, a dagger appears in mid-air and flies towards the target. It makes a +4 ranged melee attack for 1d4+1 damage.

An aura of evocation on the chain can be detected with detect magic or a successful DC 14 Intelligence (Arcana) check.

Dispel magic destroys the trap and any existing daggers. The trap may also be disarmed with a successful DC 16 Intelligence (Arcana) check. Closing the doors and putting the chain back halts the daggers, but does not disable the trap.

 

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

Minefield


 

A field of tall grass lies before the castle.

Mechanical Trap

The field is rife with mechanical mines.

A DC 14 Intelligence (Nature) check reveals that the growth of the grass suggests that a path has been followed often. A successful DC 14 Wisdom (Survival) check allows the target to follow this path and avoid the mines.

For each move or dash action taken by a target, there is a 1 in 4 chance that the target will step on a mine. When this occurs, a metal contraption springs upwards and shoots small blades everywhere. The target takes 4d4 slashing damage, with a successful DC 14 Dexterity saving throw reducing this damage by half.

Individual mines may be spotted with a DC 16 Wisdom (Perception) check. If the target is moving at more than half speed, this check is at disadvantage. Once spotted, the mine can be easily avoided.

Each individual mine may be disarmed with a successful DC 14 Dexterity check with thieves’ tools. Failure sets off the mine.

 

 

 

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

Stoned Ball


 

A velvet cloth lays draped over an object on the table.

Magical Trap

Under the cloth is a crystal ball which turns the viewer to stone.

Looking into the crystal ball, the viewer sees a tiny image of a medusa. The viewer must make a DC 16 Constitution saving throw or become restrained as it starts being turned to stone. On a failure, the creature makes another saving throw at the end of each of its turns. It must make 3 successes before 3 failures or become fully turned to stone.

A spell such as Detect Magic detects an aura of transmutation on the ball.

A spell such as Dispel Magic destroys the ball with a DC 16 spellcaster check. Effects that suppress magic at spell level 6 or above will suppress the ball or an active effect for the duration of the suppression.

 

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

Rickety Dam


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

A large pool is at the base of the cave. In the back of the cave is a distressed stone wall that has been constructed across a narrow point in the cave. A stone door is in the wall, and it appears sealed.

The pool is filled with a mild acid. Exposed flesh takes 1 point of acid damage per round exposed. There is a narrow path around the side of the pool that leads to the wall and the door.

The wall holds back another pool of a a basic liquid. The wall is also fragile. Any attempts to breach the wall or the door cause the wall to collapse. When the wall collapses, all targets within 15′ of the wall take moderate damage, with an average Dexterity saving throw halving this damage. However, 1 round later the liquid hits the acid pool. When this happens, all creatures in the cavern must make a hard Constitution saving throw or take 1d2 CON damage. This save must be made again at the beginning of each creature’s turn until they leave the area.

Nothing short of draining the pool or creating high winds can remove this effect.

Categories: exTRAPaganza | Tags: , , , , | Leave a comment

Pull Stairs


 

A rope dangles from a long trapdoor in the ceiling.

Mechanical Trap

The rope pulls down a staircase that leads upwards. Several cannonballs have been stacked on the stairs.

A DC 14 Wisdom (Perception) check reveals that the trapdoor is bulging slightly in the middle.

When the stairs are pulled open, the cannonballs cascade downwards. All targets in a 20′ line must make a DC 12 Dexterity saving throw or take 4d4 bludgeoning damage.

While the trap can’t be disarmed, it can be avoided by opening it from behind the stairs, so that the cannonballs roll away from the opener.

 

 

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

Wall of Pain


 

Several handholds allow easy access up the wall.

Magical Trap

Some of the handholds cause magical injury to the climber.

Each handhold has a 25% chance of attacking the target with a +4 touch attack which deals 1d8 necrotic damage. A target that takes damage must make a DC 12 Fortitude save or fall, taking the appropriate falling damage. If the trap has been discovered in any way, this save is at advantage.

A spell such as Detect Magic detects an aura of necromancy on individual handholds.

A spell such as Dispel Magic permanently disables an attack on an individual handhold. Effects that suppress magic suppress attacks on all handholds within range for the duration of the suppression effect.

 

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

Door Log


 

The wooden door opens inwards, towards you.

Mechanical Trap

A log is pulled down that swings through the door, secured by 2 chains.

The door feels like it is being restrained a little when opened. This can be noticed with a successful DC 12 Wisdom (Perception) check.

When the door is opened, a log swings through. The target must make a DC 14 Dexterity saving throw or take 3d4 bludgeoning damage. A successful Perception check from above grants advantage on this saving throw. On a successful hit, the target must make a DC 16 Strength saving throw or be pushed back 10 feet and knocked prone.

The trap can be disabled by removing the boards that are connected to the chains. This requires a DC 14 Dexterity check with thieves’ tools. Failure causes the log to swing, crashing through the door.

 

 

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

Underworld Shrine


 

A small shrine to an unknown god stands outside this cave.

Magical Trap

The shrine attacks those who pass without giving an appropriate sacrifice.

A successful DC 15 Intelligence (Religion) check shows that the shrine honors an ancient death god.

Before the shrine is a large, bowl shaped stone. A DC 14 Wisdom (Perception) check reveals small stains in the bowl.

A successful DC 12 Intelligence (Investigation) or DC 12 Wisdom (Medicine) check shows these stains are dried blood.

In order to pass unharmed, a target must cut themselves for 1 hp of damage and let the blood drop into the bowl. If a target enters the cave without this sacrifice, the target suffers a +4 ranged attack for 1d8 necrotic damage by a ghostly, skeletal hand. On a successful hit, this hand stays with the target until they leave the cave. While this hand is attached to the target, the target may not regain hit points.

The only way the shrine can be disabled is with a Hallow spell. This will destroy the shrine and remove any existing effects.

 

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

Blog at WordPress.com.