Posts Tagged With: magical

Bean There


 

The entryway has a soft dirt floor.

Magical Trap

The dirt has beans scattered just below the surface.

A DC 18 Perception (Wisdom) check shows small bumps on the surface, as if something has been covered with a thin layer of dirt. These are the beans.

A spell or other effect that can sense the presence of magic, such as Detect Magic, reveals magic of an indiscernible school emanating from the ground. (beans)

Any creature that walks on the dirt presses 1d4+1 beans down into the dirt. 1 round later, each bean sprouts into 1d4 shriekers.

If the beans are discovered, they can be easily removed by spending 2d4+1 rounds removing them. Once out of the dirt, they become inert.

 

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

Acid Trip


 

The desk drawer is locked, and scored with some deep gashes in the wood.

Magical Trap

The drawer requires a DC 16 Dexterity check to unlock. It can also be forced with a DC 16 Strength check, but that will break the drawer.

A DC 16 Intelligence (Investigation) check reveals that the scored marks in the drawer are burn marks, likely from acid.

A spell or other effect that can sense the presence of magic, such as Detect Magic, reveals an aura of conjuration around the lock.

When the drawer is opened, either by force or unlocking, an acid blob flies out from the desk. The creature opening the drawer and 1 additional creature within 5 feet must make a DC 11 Dexterity saving throw or take 1d6 damage.

The trap can be disabled with a Dispel Magic spell or similar effect.

 

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

A Better Dart Trap


 

The walls of the hallway are made of red brick.

Magical Trap

The bricks are discolored and have gouges and chips in them. A taut tripwire holds back a spring loaded crossbow that fires small darts, and activates the trap.

A DC 12 Wisdom (Perception) check reveals the a tripwire that is hooked to the one wall, and enters the wall where the dart is fired from. The tip of a dart can be seen in a deep hole in the wall with a DC 14 Wisdom (Perception) check.

A spell or other effect that can sense the presence of magic, such as Detect Magic, reveals an aura of transmutation about the hole. Weapons fired from the hole gain a +1 bonus to attack and damage rolls.

When a creature trips the wire, the dart attacks with a +3 ranged melee attack for 1d4+1 piercing damage.

The trap can be avoided by stepping over the wire. A DC 12 Dexterity check disables the trap. If thieves’ tools are used, the check has advantage.

 

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Daze Door


 

The wooden door has swirls carved into it.

Magical Trap

Circles carved into the door seem to swirl and move, but perhaps it is a trick of the eye.

A successful DC 12 Intelligence (Arcana) check reveals that the carved circles etch the cantrip Daze into the door.

A successful Dispel Magic (DC 10) removes the spell from the door.

The spell otherwise is triggered if the door is opened. The nearest target must make a DC 10 Wisdom saving throw or be incapacitated until the start of their next turn. Targets with 20 or more remaining hit points automatically succeed on the saving throw.

Daze

 

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Monkey fist mausoleum trap


This trap is a simple one, and works as a kind of psychological test for your PCs (and players).

The PCs adventure to a mausoleum filled with monsters, traps, and of course booty. Booty which is very specifically arranged. Upon defeating all the threats and obstacles, naturally they will want to leave with their loot… but the doors won’t open. (For high-level play, perhaps the entire tomb has been shifted sideways into a pocket dimension, so there’s nowhere to escape to. In this case, the tomb probably already has dimensional anchoring to prevent walls being bypassed, so a simple spell won’t suffice for escape.)

The only way to regain access to the outside world is to replace everything back where they got it, more or less precisely as you prefer. There’s no need to flag this fact – let the PCs sweat a while. You might lay some narrative pipe earlier in the piece by alluding to greed as a theme in the life of the person whose mausoleum it is, but that’s up to you.

Countermeasures depend on the nature of the trap. If it’s mechanical, a big block of stone in the doorway to jam the door open, or precisely-weighed bags of sand, might trick the mechanism into letting the PCs escape. If it’s magical, an anti-divination spell on each item to be stolen combined with a false magical aura spell on a substitute might do the trick. Conversely, an advanced portable hole capable of operating across planar gulfs might do the job if they’re prepared to leave one end behind… but maybe a magically isolated pocket plane could be a reward in itself, especially if you allow the PCs to customise it into their own personal domain. (Of course, this potentially means their home base might be haunted, which gives you some useful hanging plot threads.)

The name of this trap refers to an old method of trapping monkeys for eating – apparently, monkeys can work out how to get their hands into jars to get fruit, but aren’t quite smart enough to work out that they have to let go of the fruit to get their hand back out.

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