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Legendary Strongboxes

by Jerry Joe Seltzer

Sylvan Strongbox

Description: This locked box looks like a sawed Traps: DC 16 INT[thieves’ tools] to disarm the
log, roughly two-feet-long. There are three steel dials trap. The trap is triggered if someone tries to force the
set into the log. In the center of each dial is a very box open or if an attempt to disarm the trap fails by 5
shallow depression of a leaf, and encircling the dial or more.
are various druidic and elemental symbols. Tier 1 trap: Poison gas shoots out of hidden holes.
All within 15 feet take 2d8 poison damage, DC 13
Uses: This strongbox was most likely used by a Constitution saving throw for half damage.
powerful druid or ranger to protect important Tier 2 trap: An entangle spell is triggered, centered
documents, scrolls, or artifacts. on the box (DC 15 saving throw). A cloud of poison
gas shoots out of hidden holes in the box and fills
Mechanism: Three dials are turned to the correct the entangled area. Each round, everyone in the
positions to unlock the strongbox. A leaf-shaped key area takes 2d8 poison damage, DC 15 Constitution
is inserted in the shallow depressions of each dial to saving throw for half damage. The entangle spell and
make turning them easier. the cloud both end after 1 minute.
Tier 3 & 4 trap: Same as tier 2 but DC 18 saving
Bypassing the lock: INT[thieves’ tools] check throws and 3d8 poison damage.
DC 22. Each attempt requires half an hour. There is
no penalty for failed checks. Once the lock is opened,
the trap is disarmed. Druids and rangers understand
the symbols on the dials and have advantage to open
the lock. They could also give advantage to someone
else by assisting them.

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Legendary Strongboxes by Jerry Joe Seltzer

Necrotic Strongbox

Description: This cylindrical iron container is Traps: DC 16 INT[thieves’ tools] to disarm the
roughly three feet long. Both ends are capped with trap. The trap is triggered if someone tries to force the
humanoid skulls and between them are four rings box open or if an attempt to disarm the trap fails by 5
made from spinal columns. Each vertebrate is marked or more.
with a symbol. The four rings can be turned, creating Tier 1 trap: Toxic gray gas shoots out of hidden
a four-digit combination lock. holes. All within 15 feet take 2d8 necrotic damage,
DC 13 Constitution saving throw for half damage.
Uses: This strongbox was most likely used by a Tier 2 trap: An evard’s black tentacles spell is
powerful necromancer or death priest to protect triggered, centered on the strongbox (DC 16 saving
important documents, scrolls, or artifacts. throws).
Tier 3 & 4 trap: An evard’s black tentacles spell
Mechanism: Four rings of vertebrate are turned to is triggered, centered on the strongbox (DC 17
the correct positions to unlock the strongbox. saving throws). At the same moment, the strongbox
teleports away to a predetermined location.
Bypassing the lock: INT[thieves’ tools] check
DC 22. Each attempt requires half an hour. There is
no penalty for failed checks. Once the lock is opened,
the trap is disarmed. Necromancers and death
priests understand the symbols on the rings and have
advantage to open the lock. They could also give
advantage to someone else by assisting them.

You might also like my book, Traveling Encounters volume 1. 47 inventive scenarios
ready to insert into any campaign setting to add a spark to your game session.

Link to the book on Amazon Link to the PDF on DrivethruRPG


Legendary Strongboxes by Jerry Joe Seltzer

Serene Strongbox

Description: This cylindrical bamboo container Bypassing the lock: INT[thieves’ tools] check
is two-feet-long and eight inches in diameter. There DC 25. Each attempt requires one hour. On a
are bamboo tubes wrapped around it, twisted to failure, a discharge of 2d8 lightning shocks the holder,
form a monastic symbol. There are no keyholes or but they may try again. A monk has advantage to
mechanisms to unlock the container. open the lock with thieves’ tools. They could also give
advantage to someone else by assisting them.
Uses: This strongbox was most likely used by a Using thieves’ tools on this box means listening to
powerful monk to protect important documents, the box while moving it. Perhaps they are drilling
scrolls, or artifacts. tiny holes in it. They may also be using a magnet or
lodestone to move some of the spheres. It is incredibly
Mechanism: Spheres of different sizes and materials difficult, which is why the DC is so high.
move freely through the tubes. Each sphere fits into
a socket within the device. If all the spheres are in
place, the box will open. To manipulate the spheres,
the strongbox must be twirled in a specific pattern
while Ki is channeled into it.
A character with levels of monk can attempt to
open it by spending thirty minutes and 1 Ki point.
Then roll an Insight check DC 14. On a success, the
box opens. On a failure, a discharge of 2d8 lightning
shocks the holder, but they may try again.

I have built 89 incredible encounters over the years by spending way more time
on them than any DM could reasonably be expected to. You can insert them
into your D&D campaign by clicking one of the links below.

Link to the book on Amazon Link to the PDF on DrivethruRPG


Legendary Strongboxes by Jerry Joe Seltzer

Sacred Strongbox

Description: This gold-plated cylindrical strongbox Traps: DC 16 INT[thieves’ tools] to disarm the
is one foot long and 6 inches in diameter. Celestial trap. The trap is triggered if someone tries to force the
writing is etched into the gold cylinder. Four silver- box open or if an attempt to disarm the trap fails by 5
plated dials can be turned to complete a phrase in the or more.
Celestial language. Tier 1 trap: Brilliant energy erupts from the box.
All within 15 feet take 2d8 radiant damage, DC 13
Uses: This strongbox was most likely used by a Dexterity saving throw for half damage.
high priest or celestial agent to protect important Tier 2 trap: A spirit guardians spell is triggered,
documents, scrolls, or artifacts. centered on the box (DC 15 saving throws, 3d8
radiant damage). The spell lasts for 10 minutes.
Mechanism: The etchings, written in Celestial, Tier 3 trap: Same as tier 2 but DC 18 saving
are a lesser-known scripture from a religious text or throws and the spell deals 4d8 radiant damage.
prophesy. The dials can be turned to complete the Tier 4 trap: A symbol spell is triggered and inflicts
missing part of the text, unlocking the container. the ‘death’ effect. The strongbox then plane shifts to
a plane friendly to the religion’s deity.
Solving: Someone who knows Celestial and makes a
DC 17 Religion check can solve it and open the box.

Bypassing the lock: INT[thieves’ tools] check


DC 18 to listen to the dials and crack the lock. Each
attempt requires ten minutes. On a failure of 5 or
more, the trap is triggered.

I have built 89 incredible encounters over the years by spending way more time
on them than any DM could reasonably be expected to. You can insert them
into your D&D campaign by clicking one of the links below.

Link to the book on Amazon Link to the PDF on DrivethruRPG


Legendary Strongboxes by Jerry Joe Seltzer

Musical Strongbox

Description: This cylindrical box made of wood Traps: DC 16 INT[thieves’ tools] to disarm the
and brass appears to be half musical instrument and trap. The trap is triggered if someone tries to force the
half wooden container. It is two-feet-long and one foot box open, or if the Musical Instrument check fails by
in diameter, with pipes running around and through 10 or more, or if an attempt to disarm the trap fails by
it. It even has a brass mouthpiece to blow in and 5 or more.
finger holes to play notes. Tier 1 trap: Anyone touching the box takes 2d8
lightning damage. No saving throw.
Uses: This strongbox was most likely used by a Tier 2 trap: Anyone touching the box takes 2d8
legendary bard or famous composer to protect lightning damage. No saving throw. Also, a painful
important documents, scrolls, or artifacts. blast of sound erupts from the box dealing 4d8
thunder damage to all within twenty feet. DC 13
Mechanism: Playing the right notes pushes open the Constitution saving throw for half damage.
internal lock pins. Four specific notes must be played Tier 3 & 4 trap: Anyone touching the box takes
perfectly and in the correct order. 4d8 lightning damage. No saving throw. The box
become invisible for ten minutes and teleports to a
Opening the lock: WIS[Musical Instrument] place on the floor ten feet away.
check DC 22. Failure by 10 or more sets off the
trap. The character playing the ‘instrument’ will be
listening closely to hear very subtle changes in the
sound, indicating that they have stumbled upon a
correct note. A character who is proficient in thieves’
tools has advantage on this check.

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Legendary Strongboxes by Jerry Joe Seltzer

Dragon Strongbox

Description: This two-foot-long cylindrical Bypassing the lock: INT[thieves’ tools] check
strongbox is divided into five rotating sections. Each DC 18 to listen to the dials and defeat the lock. Each
section is encased in the hide of a different dragon attempt requires ten minutes. On a roll of a 1, one of
hatchling, judging by how small the scales are. Each the trapped combinations is selected and the trap is
of the five sections also shows the shape of one part of triggered.
a dragon’s body. By rotating the sections, you can mix
and match heads, upper bodies, lower bodies, tails, Traps: DC 16 INT[thieves’ tools] to disarm the
and tail tips. trap. The trap is triggered if someone tries to force the
box open, rolls a 1 while attempting to crack the lock,
Uses: This strongbox was most likely used by an or fails to disarm the trap by 5 or more.
emperor or other powerful ruler to protect important Tier 1 trap: Anyone touching the box takes 2d8
documents, scrolls, or artifacts. lightning damage. No saving throw.
Tier 2 trap: The box polymorphs into a gold
Mechanism: Six different dragons can be made by dragon wyrmling and attempts to flee. It will fight if
correctly matching the corresponding body shapes. cornered. After one hour, or if killed, it reverts back
One of those six will unlock the case. into the strongbox.
Tier 3 & 4 trap: The box polymorphs into 5
Solving: There are 3,780 possible combinations. wyrmling dragons (gold, white, red, green, bronze)
Trying every combination is not the solution. A who fight to the death.
knowledge of dragons is needed. Have the solver roll When killed, they vanish,
an INT[A rcana] or INT[Nature] check. Proficiency except the last one which
in Three Dragon Ante grants advantage on this reverts back into the
check. strongbox.

If you have already bought my Traveling Encounters book, please consider


leaving a five star review by clicking one of the links below.

Link to the book on Amazon Link to the PDF on DrivethruRPG

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