exTRAPaganza

Piston Chamber


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

A circular, metal hallway is behind the door.

The far door activates a large piston that runs the length of the 30′ hallway. It requires a hard Wisdom (Perception) check to detect the trap and a hard Dexterity check with thieves’ tools to disarm the trap.

When the trap is sprung, the piston engages, running continuous cycles. The piston travels at 120 feet per round, completing 2 cycles per round. Targets in the hallway, must make a hard Constitution saving throw each time they are struck by the piston, or take moderate bludgeoning damage. Targets are also pushed backwards against the back wall.

If the back door was not closed, it gets crushed against the wall. It requires a hard Strength (Athletics) check to remove it, or a hard Dexterity (Acrobatics) check to wiggle through.

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Gas Tubes


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

Several lava tubes wind their way through this cave complex

The tubes randomly emit spouts of gas and flame. Each time they do, all targets within 20 feet of the tube must make an average Dexterity saving throw or take moderate fire damage.

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Explosive Crystals


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

Crystals line the walls and ceiling of this cave. They are loosely attached and easy to knock off.

Whenever a character does a physical action other than a simple move, such as jumping, a dexterity save, a melee attack, etc, they must make an average Dexterity (Acrobatics) check or they knock a crystal loose. When a crystal falls, it explodes, causing moderate fire damage to all in a 10′ radius, with an average Dexterity saving throw halving the damage. Yes, this save triggers another check for knocking off crystals. Also, the explosion has a 25% chance of knocking off another crystal.

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Sewer Exit


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

At the lowest level a manhole cover with a retractable handle most likely is the exit to the sewers.

This is, in fact, not a sewer exit but a self destruct mechanism. It is armed and activated by lifting the handle and pulling up on the cover. If this happens, a loud click is heard and a bomb is armed that goes off in 15 rounds.

The bomb can be disarmed with a hard Intelligence (Investigation) and hard Dexterity check with thieves’ tools. If either fails, the bomb immediately explodes.

When the bomb explodes, it does massive bludgeoning and fire damage to all creatures within the complex. A hard Dexterity saving throw halves this damage.

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Spherical Chamber


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

A large tower sits next to a cliff overlooking a valley below. The bottom chamber of the tower is a large, spherical chamber. It is suspended within the tower. After the party enters this chamber, it disengages from the tower and rolls down the cliff.

Every round of rolling causes moderate damage the the PC’s in the sphere, with an average Dexterity saving throw halving this damage. The sphere rolls 100 feet per round.

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Bad Luck


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

When you enter this place, something feels off, as if the entire place is against you.

Every time a skill check is made in this place, it’s at disadvantage.

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Pollen


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

The air is thick with pollen. A fine layer of yellow dust coats everything.

Every hour, each person in the dungeon must make a hard Constitution saving throw or react to the pollen for the next 10d6 minutes. During the time affected, any Dexterity or Intelligence based checks or attacks are at disadvantage.

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Charcoal Dungeon


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

The walls and floor in the dungeon are made of charcoal. Anytime an area of effect fire spell is used, or if a fire spell that targets the walls or floor is used, they catch on fire. The fire does 1 point of damage per round to everyone in the room, and spreads at the rate of 30 feet per round throughout the dungeon.

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Sticky Floors


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

The floors in this dungeon are slightly sticky.

For 1 hour after leaving the dungeon, unless a target’s shoes and/or feet are cleaned thoroughly, skill checks to track the party are at advantage. Also, the substance attracts normal predators, causing them to track and attack the party.

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Contact Explosives


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

The entire dungeon is coated in a fine layer of dust. This dust acts as a contact explosive. Any concussive impact, such as a weapon blow, or striking an object that requires a Strength check causes a small explosion. All targets within 5′ of the impact must make an average Dexterity saving throw or take low fire damage.

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