exTRAPaganza

Mousetrap Doors


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

Every door in the complex is basically a vertical mousetrap. When a door is opened, a large metal bar slams down from the top into the door. Creatures within 5′ of the door must make a hard Dexterity saving throw or take medium damage and be restrained until a hard Strength check succeeds, either by the trapped creature or a bystander.

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Heart of Gold


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

A beggar sits in front of the dungeon entrance. He tells those who enters that great treasures are inside, but greater are those that share with their fellow man. He says it’s better to have a heart of gold than a golden heart.

When leaving, he repeats his words. Those that do not donate to him must make a hard Constitution saving throw or die, as their hearts literally turn to gold.

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Swarmscent


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

It is rumored that gold and magical treasure beyond measure lies under the swamp.

The swamp contains plants that emit an odorless gas that adheres to the adventurers. Outside, it is harmless, but once the caverns under the swamps are entered, it becomes potent. While in the caverns, the scent from the swamp stays on the party for 2d6 hours. During this time, it attracts all manner of insects, bugs and vermin. Any single insect, but or vermin encounter automatically draws an additional 1d4 swarms of the same type.

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Golden Pond


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

A large pool of molten gold bubbles gently here.

The pool as is is not dangerous. However, the bottom of the pool if attached to a spring carefully calibrated to the weight of the fountain. If more than 100gp worth of gold piece weight it removed from the fountain, the spring launches the bottom upwards, spraying the room in molten gold. This does heavy fire damage with a hard Dexterity save for half damage to all creatures in the room. Furthermore, those creatures that fail their save take light fire damage every round for 1d4+1 rounds afterwards.

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Boxing Day


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

Brightly decorated and wrapped boxes are in every room.

Whenever a creature makes an attack roll, they must make an average Dexterity saving throw or they get surrounded by a decorated wooden crate. The crate is nailed shut and takes an action to open, is something like a crowbar is available. If not, then the crate has AC 10 and 10 hp.

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Spore Floor


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

The entire floor is covered in a thick carpet of a black, foam-like material.

Every time this floor is stepped on or disturbed, it releases a tiny amount of spores. These spores, once in the air, consume oxygen. Each movement action has a cumulative 1% chance of removing the oxygen from the room. Once the oxygen is removed, everyone in the room starts to suffocate.

For fun, the carpet also grows. Once spores are released, they land behind the party, and extend the carpet by 30′.

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Drones


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

Dozens of bird sculptures hang from the ceiling. Each bird is a small construct. When creatures walk into this room, the birds activate, each selecting a random target and exploding.

All creatures in the room are hit by 6d4 birds, each dealing 1d6 bludgeoning damage. There is no saving throw.

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Pulping Obelisk


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

Several obelisks are in the room. Each is slightly twisted with a smooth ridge. Coins and other equipment are at the base of several of them, which sit on small drainage grates.

When a creature gets near the obelisk, a circular section of the ceiling descends and pulps the creature, just like a juicer. Creatures must make an average Dexterity saving throw or be pulped and killed, leaving their equipment sitting at the base.

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Stuffed


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

Any food or liquid consumed while in the area causes the creature consuming it to be uncomfortable full. This also includes potions. The full effect lasts for 1d4+1 hours. While full, any attack, check or saving throw which requires physical effort is at disadvantage.

Sleeping for at least one hour will remove the effect upon waking.

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Invisible Caltrops


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

The entire area has been filled with invisible caltrops. Since they cannot be seen, the saving throw is at disadvantage. In order to not have to make a saving throw, a creature may only move 5 feet per turn.

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