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Random Gravity Trap

st tier (
Challenge
DC
Area
(less than 1 hour)

The walls are covered with floor-to-ceiling bookcases. On the ceiling, metal spikes hang down like icicles.

Gravity is reversed in this room. An unsecured creature or object that enters the room triggers a Failure. (Note: If this room contains creatures, they stand on the ceiling.) This room is identical in appearance to the Reverse Gravity Trap except that it has an upside-down door on the wall adjoining the ceiling.

Exploration. A Perception check or an examination of the bookshelves reveals that the books are shelved upside down against the tops of their shelves. The ceiling is 30 feet high. The bookshelves look easy to climb.

Books. As an action, a creature can make an Arcana or Investigation check to scan the bookshelves. On a success, the creature notices a spellbook (containing levitate or another 2nd-level spell) on a shelf across the room.

Roll initiative. Each round on initiative count 20, gravity reverses direction. Each unsecured creature and object in the room when gravity changes falls up or down, as appropriate. Creatures take falling damage and spike damage when falling up, and falling damage only when falling down. A creature holding onto the bookshelves when gravity reverses must make a Dexterity saving throw or lose its grip.

Once a creature has noticed the location of the spellbook, the next two successful Arcana or Investigation checks reveal the locations of other valuable books, each containing a spell, information, or a Minor Treasure.

Spell Effect. This is a transmutation effect created by a 7th-level spell. A successful dispel magic disables the trap.

Possible Solutions
  • A creature can make an Athletics or Acrobatics check to climb along the bookcases. The check is made with advantage if the creature is upside down (i.e. right side up relative to the room’s gravity).

Potential Outcomes

Critical Failure or Failure. The creature or object falls to the ceiling. Creatures that can levitate or fly don’t fall. The room’s ceiling is 30 feet high, so a creature that falls from the floor takes 10 (3d6) bludgeoning damage from the fall. A creature that takes falling damage also takes 10 (3d6) piercing damage from the spikes on the ceiling.

Once on the ceiling, a creature can move around the spikes safely but treats the area as difficult terrain .

Success or Critical Success. The creature moves through the room safely until the end of its turn.