Posts Tagged With: 5e

Tilting Stairway


 

A wooden staircase leads downwards.

Mechanical Trap

 

The stairs are set to slope downwards when weight is applied.

Each time weight is added to a stair (i.e it is stepped on), all the stairs tilt slightly. Each movement has a cumulative 25% chance of causing the stairs to tilt so much as to cause the target to trip and fall. When this happens, the target must make a DC 12 Dexterity save or fall down the stairs, becoming prone and taking 3d6 bludgeoning damage.

A DC 12 Wisdom (Perception) check notes that the stairs move slightly when used.

A DC 14 Dexterity check with thieves’ tools disables the rod going down the side of the stairs which tilts them. Failure, however, causes all the stairs to move to a vertical position.

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Moon Door


As the moonlight shines in through the window, a door appears where there was none before.

Magical Trap

 

The door is a very well magically concealed secret door. At night, the moonlight exposes it, but also causes damage.

When there is no moonlight, the only way the secret door can be spotted is either with a detect magic, or a successful DC 20 Wisdom check.

When a target enters the space in front of the door, several runes appear. These runes are written in draconic and are various warnings about the door. At the same time, the target is engulfed in ghostly flames and takes 2d10 radiant damage, or half as much on a successful DC 12 Constitution saving throw.

While in the light, the door can be opened. Opening the door any other way requires a dispel magic. (DC 20).

A detect magic detects an aura of evocation on the door. A DC 20 Intelligence (Arcana) check reveals faint traces of runes on the wall, their residual magic flickering slightly.

The damaging moonlight can be removed with a dispel magic, however, that also removes the ability to easily open the door.

 

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Grapple Doorknob


 

A brass doorknob is set into the door.

Mechanical Trap

 

The doorknob has several hooks in it that extend and grapple the target.

A DC 12 Wisdom (Perception) check reveals 6 slots in the doorknob.

When a target opens the door, 6 hooks sink into the target’s hand. The target must make a DC 13 Dexterity saving throw or take 6d2 piercing damage and become restrained.

A target can free oneself by spending 6 actions to remove the hooks. Other characters can also perform these actions. Or, the target can make a single DC 12 Strength check to rip their hand free. This causes an additional 6d2 slashing damage.

A DC 14 Dexterity check with thieves’ tools disables the spring that launches the hooks.

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Acid Trip


Several bubbles swirl about on the floor.

Magical Trap

 

These are the remains of a wizard’s experiments. Each bubble is filled with acid. They harmlessly bounce about, like balloons. However, the floor is uneven. Falling on a bubble breaks it.

A DC 14 Wisdom (Perception) check notes small changes in elevation in the layer of bubbles. These are the points where the floor is uneven.

Unless a target walks around the uneven parts, they have a 25% chance of stepping on one during each movement. If they step on one, they must make a DC 14 Dexterity saving throw or fall prone. When they fall, that target, and any target within 5′ takes 1d6 acid damage.

A detect magic detects an aura of conjuration on each bubble.

The trap can be neutralized with a dispel magic.  Each casting affects one bubble.

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Weak Floor


 

A heavy chest of drawers sits up against the wall, sitting on a rug.

Mechanical Trap

 

The chest of drawers is supported by the heavy rug over a hole. When the top locked drawers is opened, it releases the supports, sending the rug down the hole.

A DC 12 Wisdom (Perception) check notes that the rug sags somewhat in the middle. 

When the top drawer is opened without the key, which requires a DC 14 Dexterity check with thieves’ tools, the pins holding the rug in place under the legs of the chest retract. This causes the rug and anyone standing on it to plummet through the hole. All targets within 5′ of the chest must make a DC 12 Dexterity saving throw or fall 3 stories, taking 3d6 falling damage and 2d6+3 piercing, bludgeoning and slashing damage from the drawers.

The drawer itself can be disarmed with a successful DC 12 Dexterity check with thieves’ tools. A failure sets off the trap.

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Jail Closet


Several valuables are stored on shelves in this closet.

Magical Trap

 

If anything is removed from the shelves, an invisible cage surrounds the closet.

The door to the closet is locked, requiring a DC 14 Dexterity check with thieves’ tools to open.

If a target removes any object from the shelf, the closet becomes surrounded by bars made of force 1/2″ wide and 1/2″ apart. The bars last for 1 hour. 

A target may only leave by magical means. Creatures using teleportation or extraplanar travel must first make a DC 17 Charisma saving throw or the spell fails and is exhausted.

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

The trap can be neutralized with a  dispel magic. (DC 17) However, once it is sprung, the bars cannot be dispelled.

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The New Year


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

The cave is sealed by stone doors. Engraved on the door is the following phrase in abyssal, “Enter and receive great treasure; leave and it is the new year”.

Once a year, on New Year’s Eve, the doors open up, revealing a cave complex. Adventurers can enter the complex and after 1d4 hours of searching will find treasure worth at least the party level x1000gp, as well as at least a single wondrous magic item per person.

However, upon leaving, it will be a new year… not “the” new year, but a new year d100 years later. Upon exiting, each party member must also make a hard Constitution saving throw or they also age that many years.

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Very Clear Glass


 

A archway is up ahead.

Mechanical Trap

 

The archway contains a thin sheet of very clean glass.

A DC 12 Wisdom (Perception) check notes a tiny bit of reflection from the archway.

If the archway is walked into, the glass shatters. The target takes 6d6 slashing and piercing damage, with a DC 13 Dexterity saving throw halving this damage.

The glass can be safely broken from more than 5 feet away.

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Personal Journal


A locked diary is in the drawer.

Magical Trap

 

The diary has an extra-planar guardian that causes the reader to go insane.

A warning has been written on the diary in draconic, “Read my thoughts; lose yours”.

The diary can be opened without the key with a successful DC 14 Dexterity check with thieves’ tools. Forcing it open destroys the diary. However, if opened without the key, the target must make a DC 15 Intelligence saving throw or take 6d6 psychic damage and go insane.

While insane, the target may not take actions, can’t understand speech, can’t read and speaks in gibberish. A greater restoration spell or long rest ends the insanity.

A detect magic or DC 19 Intelligence (Arcana) check detects an aura of divination on the book.

The effect on the book can be neutralized with a  dispel magic. (DC 15)

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Mirrored Floor


 

The floor tiles are made of a reflective metal.

Mechanical Trap

Several of the tiles are actually small pits of molten metal.

A DC 12 Wisdom (Perception) check detects heat coming from several of the tiles and a DC 14 Wisdom (Perception) check reveals that several of the tiles are duller then the others.

There is a 25% chance on each movement or combat action that a molten pit is stepped on unless specifically avoided. When the target steps onto a molten square, they must make a DC 12 Dexterity saving throw or take 3d6 fire damage.

Avoiding the tiles requires no check for normal movement. For all other movement and action, avoiding a tile requires a DC 12 Dexterity (Acrobatics) check.

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