exTRAPaganza

Keystone


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

A large stone is by the door. It contains a keyhole.

A special key is required to open the door. It is solid stone and will not open otherwise.

The lock can be picked, but it is hard. It requires a hard dispel magic and 3 hard Dexterity checks with thieves’ tools with no more than 2 failures. If the dispel magic fails, or the lock picking fails, it causes the trap to go off.

When the trap goes off, the entire area extending out 100′ from the building perimeter turns into quicksand and the building begins to sink. All targets in this area have their speed reduced to 1/4. Each round, they must make a hard Strength (Athletics) check or sink under the surface, where they start drowning and are considered grappled. On a success, they can move and the grappled condition is removed.

Once the building sinks, which taked 1d8 + 8 rounds, the ground becomes solid again, instantly killing any creature grappled by it.

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Scaffolding


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

The huge wall has scaffolding on the outside.

The scaffolding is not balanced and collapses when a target reaches the upper levels. This also takes out the wall.

This happens about 100 feet up. When the scaffolding collapses, all targets may make an average Dexterity saving throw to jump, taking the appropraite falling damage. Otherwise, they take massive bludgeoning damage as the scaffolding and wall collapses on top of them.

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Lightning Rod


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

A metal spiral staircase goes all the way to the top of the tower.

When a target starts up the stairs, a capacitor on the roof begins to charge up. After 1d6 rounds, the capacitor discharges into the stairs. All targets on the stairs take heavy electricity damage, and become  stunned for 1 round. A hard Constitution saving throw halves the damage and negates the stunned condition.

If the targets are still on the stairs, the charge cycle begins again until the stairs are clear.

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Storm Drains


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

It is hot and sticky down in these sewers.

An average Intelligence (Nature) check reveals that a thunderstorm is approaching fast.

Once in the sewers, the rain falls quickly, causing the sewers to quickly fill up with rushing water.

Those in the sewers are quickly washed 100 feet per round towards an egress. The nearest egress is 1d4x1000 feet away. Each round, the targets must make a hard Strength (Athletics) check or begin to drown.

Every 1d4x100 feet there is a ladder going up. Targets may make a hard Dexterity (Acrobatics) check to grab the ladder if they are not drowning.

When they hit the egress, they are dumped into a large body of water, where they may make easy Strength (Athletics) checks to swim ashore.

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Sun Gem


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

A temple is hidden in the jungle. The outside’s motif is definitely sun-based.

Deep inside the temple is a large gem on a pedestal. Here is where devotees can join their god in the sun.

Touching the gem causes it to radiate extreme heat and light.

If the party looks around, an average Intelligence (Investigation) check reveals places in this room where the stone has literally melted and re-hardened.

When the gem is touched, the entire chamber is bathed in bright sunlight. Those in the chamber that are within a single move of an exit may make a hard Dexterity saving throw to take massive fire damage. The sunlight deals lethal damage, and burns those inside to a pile of ashes.

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Dam Gem


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

A large concave wall is here. A large diamond is set into the wall.

The wall is a dam, and the diamond protects the dam. It is hard to remove, but can eventually be pried off. However, the dam is very old, and once the diamond is removed, the dam materials age very quickly, causing the dam to break.

All targets in a 200 foot line in front of the wall must make a very hard Dexterity saving throw. On a failure, they are pushed 200 feet away, take massive bludgeoning damage, and are being carried along in a torrent of water.

The diamond radiates enchantment and abjuration magic if checked.

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Meteor Bridge


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

A 100′ long stone bridge spans the deep divide.

The bridge is protected by ancient magic. Anyone who is not escorted by someone descended from the blood of those who made the bridge sets off the trap. This also applies to anyone that flies over the bridge or in any way crosses the divide. Unfortunately, they are all dead, although it is rumoured that artifacts exist that contain this blood.

When a target gets halfway across the divide, a meteor falls from the sky, striking the middle of the bridge. This causes massive fire and bludgeoning damage to all targets in a 1 mile radius and utterly destroys the bridge.

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Escher Stairs


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

All of the stairways in this castle have been enchanted to turn visitors around so that when they ascend/descend, they end up in the entry spot, unless the password is spoken.

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Board Bridge


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

A wooden beam crosses the chasm in this cavern. Sharp stalagtites and stalagmites are everywhere.

When the board is crossed, it comes loose and falls. Those that choose to jump from the board take heavy falling, and heavy piercing and slashing damage.

However, those that do not jump are in for a worse fate. About 20 feet down, the board’s edges land on a ledge. This causes the board to bend greatly in the middle, and then catapult the target up into the ceiling, where they take heavy piercing and slashing damage, and then they fall, where they take massive falling damage and heavy piercing and slashing damage.

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Stone Shaft and Falling Ceiling


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

The door to this circular room is near the top, about 30′ from the floor. A wooden staircase winds its way down the side of the room to the stone floor below.

A 10′ wide stone shaft is in the middle of the stone floor. Clear liquid can be seen 20′ down the shaft.

Shortly after reaching the floor, the one-piece stone ceiling falls in.

Anyone adjacent to the door may make an easy Dexterity saving throw to jump out the door.

Anyone within 10′ of the stone shaft may make an easy Dexterity saving throw to jump into the shaft. For each 10 feet, more away from the shaft, the saving throw goes up by 5.

Those that don’t get out of the way of the ceiling take massive bludgeoning damage.

Those that jump down the shaft escape the damage from the ceiling, but end up in a pool of acid, where they take average acid damage each round. The pit can be climbed with a hard Strength check. However, removing the ceiling from atop the pit requires a very hard Strength check. 

Those still in the room can free themselves from the ceiling rubble with a full-round action, assuming they survived.

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