Trapped houses
1: Axes,(one giant Axe blade swings down dealing 40 damage on a failed DC 13 dex save and 20 damage on a successful one, there are also two delayed hand axes that swing in from the side dealing 1d8 slashing damage on a failed DC 16 dex save and half damage on a successful one. these trapps are triggered by a arcane eye that waches for any thing two move through the magical darkness. the large axe blade makes it all the way too 5ft out the door, the two axes cover the small area where packages are to be left but don't leave the building the large axe can hit multiple people while the small axes can each only hit one.)
2: fire breath (Two dragon fire statues sense movement in-front of them and fire if the tails of the dragons haven't been rotated (DC 17 investigation to notice the seem) the player must make a save from each trap DC 15 dexterity or take 3d6 fire damage and half as much on a successful one)
3: Crossbows (6 +1 heavy crossbows pointed at the door fire with a +4 to attack advantage if the players don't see them fire this too uses an arcane eye but above the door so as soon as something large enters the door way the bolts fire taking a round to reload each has 10 shots in the mechanism.)
4: Golem (through the darkness there is a wall with a simple stone door unlocked. on passing through the door it slams shut and arcane lock takes effect keeping the door closed. at the same moment the statue Animates (2 level 4 Gargoyle, 2 level 5 stone defender, 5 lvl 5 clay Golem) coming to life attacking any one within the room the door does not unlock when the construct is destroyed, the door is protected by magic so the walls are a better bet to break down and the roof more so they can blast a whole in the roof with 40 damage or in the wall with 100 damage. if they destroy more then one wall the house collapses dealing 30 bludgeoning damage on a failed Stregth 15 check and half as much on a successful one. Sun light de-activates the Golem)
5: Explosion (The Dr seems to love his glyph of warding as this one covers the entire bottom of the house dealing 80 fire damage too any creature within 100ft on a failed DC 15 Dex save and half as much on a successful one. this destroyed the house and is very noticeable after stepping on the giant glyph it shines bright red for a round until it explods people have one round to notice the rune and run. players inside the house when it goes of automaticaly fail the save (proabably dying) any one within 30 ft are blown back 30 ft and take 2d6 bludgeoning damage. )
6: Acid Splash (a magical tap creates acid for one minute when the darkness is interacted with this acid drips onto a fan which sprays the acid at the door dealing 3d6 acid damage and corroding any non magical armor on a failed DC 14 dex save dealing half as much on a successful one and not destroying the armour.)
7: Pit fall trap (50ft drop in the darkness on a failed DC 12 perception check the player falls into the pit taking 5d6 bludgeoning damage the walls are slick and wet but can be climbed out of with a DC 15 athletics check a similar check can be done during the fall reducing the damage too 3d6 as they slide down the wall.)
8: Bolder (a large boulder rolls down a ramp dealing 50 bludgeoning damage on a failed DC 14 Dex save and half as much on a successful one. prone characters automatically fail the dex save. if a player can make a DC 22 strength check they can stop the boulder but take 1d6 bludgeoning damage triggered by a pressure plate in the darkness which removes a chuck from under the bolder)
9: Elemental Crossbow (3 magical Heavy Crossbow's fire on any one in the darkness and track moving targets and have a +5 to hit, one is a fire crossbow dealing additional damage to wooden objects and people with flammable clothes or armour but normaly deal 1d10+3 piercing damage +1d6 fire damage, the next crossbow does cold damage on a failed DC 10 con save there speed is halfed and it deals 1d10+3 piercing damage +1d6 cold damage. the last crossbow fires lighting dealing 1d10+3 lightning damage has advantage on attacking people with metal weapons or Armour, it arks to other people if the attack roll is a 20 dealing 1d6 lightning damage.)
10: The Dr.Shoelittle, behind the darkness is a secon door with an arcane lock leading to Dr.Shoelittles house and tiny room.
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