exTRAPaganza

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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Sonic Amplifier


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

This bell shaped area has unusual acoustic properties. Any loud noise – shouting, weapon strikes, etc – have their noise amplified. With each noise, all creatures in the area must make a hard Constitution check or take medium damage and become stunned for 1 round. A successful save halves the damage and negates the stun.

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Diamond Dust


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

The floors are covered in a very fine sand. Unless caution is taken, each action taken in the sand stirs up dust.

At the start of each turn, the pc must make a DC 0 Constitution saving throw, or breathe in dust. If the saving throw fails, the target takes 1 Con damage and becomes fatigued. Once fatigued, this has no more effect.

A creature can attempt to make an average difficulty Dexterity (Acrobatics) check before each move or attack action to not stir up dust. If it fails, it stirs up dust. Every time the dust is stirred up, it increases the DC of the Constitution saving throw by 1. This is a cumulative effect. Each minute that passes where no dust is stirred up decreases the DC by 1.

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The Great Pumpkin


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

A huge jack-o-lantern is in the center of the room. Light emanates from it, and what looks to be golden seeds fill it. It can be climbed, and the heavy top removed or hacked through.

However, the top is precariously placed. Unless a hard Dexterity check is made when moving it, it falls into the pumpkin. If the pumpkin is hacked, pieces fly into the pumpkin and seeds spill out.

Either way, it causes an explosion, and seeds and pumpkin fly everywhere. Those in the room take heavy fire damage from the explosion and fall prone. A hard dexterity saving throw reduces the damage by half and negates the prone effect.

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Gas Caves


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

This cavern complex consists of several chambers. Each chamber is separated from the next by a constructed stone wall. In the middle of each wall is a stone door that is nearly seamless.

Each chamber is filled with an odorless gas, that on its own is harmless. However, when 3 or more of the gasses mix, they react. The gas flows from one chamber to the next when a door is opened. Once a reaction happens, another reaction will happen in 1d6+2 rounds unless steps are taken such as shutting doors.

Gas Reaction (1d4)

1 – explosion. All creatures take d6 * average character level damage, with a hard dexterity saving throw for half damage.

2- poison. All creatures must make a hard Constitution saving throw or take 1d4 Constitution damage each round. Creatures must close doors or exit to stop the effect. Once doors are closed, it takes 1d4+1 rounds to stop the poison effect.

3 – suffocation. All creatures start to suffocate. Creatures must either close doors or exit the caverns to stop. If doors are closed, the air becomes breathable again in 1d4+1 rounds.

4 – Caustic . The air becomes caustic. Creatures take 1d4 acid damage each round. Creatures must close doors or exit to stop the effect. Once doors are closed, it takes 1d4+1 rounds to stop the caustic effect.

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Giant Clock


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

This giant hall is the inside of a massive clock. There are gears everywhere along the walls, but nothing is moving. In one corner, a large wooden chest is jammed into a set of gears and levers. This was purposely done to stop the clock. If the chest is moved or opened, it slides away and the clock begins to run again.

The first thing that happens is a huge pendulum swings down in the center of the room. Everyone in the room must make a difficult Dexterity saving throw, or take bludgeoning damage equal to 2x (average party level) d6 damage. The pendulum then continues to swing every d4 rounds. The second time it comes through, the save may be made at advantage by spending a reaction.

After the clock starts, in 1d2 + 1 rounds, the hour gong sounds. It will sound d12 times, once per second. Each time the gong chimes, each creature inside the clock takes 1d4 sonic damage for every 4 levels. A Difficult Constitution saving throw cuts this damage in half.

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Shattering Windows


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

This room is almost exclusively made from windows. Several of them show cracks.

When any area of effect spell that causes damage is cast, or if any missile weapon misses a target, the windows all shatter.

Those in the room must make a hard Dexterity saving throw, or take 1d6 piercing and slashing damage for each window that is shattered, which is up to the DM’s discretion.

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Rolling Chandeliers


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

A long hallway slopes down. Overhead hang many large globes of light.

When a creature passes under a globe, it falls on the ground and rolls downwards. The globes act as a globe of fire. Each round it moves 10 feet downhill. Any creatures that it passes through or any creatures that pass through it take 2d6 fire damage. If a globe ends it turn on a creature, that creature takes 2d6 fire damage. If a creature starts its turn on a globe, that creature takes 2d6 fire damage.

When all the balls reach the end of the hallway, they all explode. This explosion deals 6d6 fire damage per globe to all creatures within 60 feet. This damages is reduced by half with a successful Dexterity saving throw.

 

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