exTRAPaganza

Glass Dungeon


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

While this underground complex appears to be constructed of dressed and hewn stone, the walls are actually made of glass and disguised via paint and illusion to look like stone. This can be discovered but requires hard Intelligence (Investigation) and Intelligence (Arcana) checks.

This is all well and good. However, everytime a area of effect spell is cast that causes bludgeoning, piercing, slashing, fire, cold, force, lightning or thunder damage, the walls become damaged. Each time this happens, there is a cumulative 1% chance that the walls all shatter and the dungeon flattens those within. 

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Claymore Castle


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

The old walls of the castle are crumbling in places, higher up. 

The base of the castle walls has been fitted with hidden mines that explode outwards should the walls attempt to be breached to protect the interior. When a target scales the wall and gets to the other side, the base of the castle explodes. All targets on the ground within 30′ of the walls take heavy bludgeoning and slashing damage, with a hard Dexterity saving throw halving the damage. Those on the inside that fail also take additional hevay bludgeoning damage due to the walls falling on them, where they become trapped. It requires about an hour to excavate a target from the rubble and a hard Intelligence (Investigation) check. If this check fails, the target can still be rescued, but takes additional heavy blugdeoning damage.

Those on top of the wall take additional falling damage, and are subject to the saves above.

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Collapsing Temple


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

The temple is old and crumbling in places. While inside the temple, every 1d6+6 rounds, parts of the ceiling fall down on the party. All targets must make a hard Dexterity saving throw or take moderate bludgeoning damage.

Every time this happens, there is a cumulative 1% chance that the entire structure collapses. If this happens, all targets take massive bludgeoning damage, and then must figure out how to get out of the collapsed temple.

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Tilting at Windmills


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

The field is covered in serveral large windmills.

When the field is crossed, about halfway through, the blades on the windmills are extended with force energy. All targets moving through the field must make a hard Dexterity save every round. On a failure, the target takes heavy bludgeoning damage.

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Golden Statue and Rubies


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

A huge statue stand over the room. It’s made of gold and has two fist-sized rubies for eyes. 

A hard Intelligence (Investigation) check reveals that the status is slightly warmer than expected.

The rubies can be removed with an average Dexterity check withi thieves’ tools. However, the statue is filled with molten gold, which geysers out though the eye socket when a ruby is removed.

When this happens the immediate target must make a hard Dexterity saving throw or take massive fire damage and fall, taking 10 feet of falling damage.

The room quickly fills up with molten gold. Those within 20 feet of the status must make a hard Dexterity saving throw or take heavy fire damage. The gold pool grows by 20 feet each round until it fills the room. Those that start, end or spend any part of their turn in the gold take heavy fire damage.

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Strange Monolith


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

A large black monolith is just outside the entrance to the dungeon.

The monolith is activated when the dungeon is exited. It is attuned to all the items in the dungeon and acts as a very strong magnet that is attracted to the objects and treasure inside the dungeon.

When a target leaves the dungeon carrying any object obtained within, the monolith begins to make a buzzing noise. The target must make a hard Strength (Athletics) check or be dragged towards the monolith at 30 feet per round. The target takes light bludgeoning damage when they strike the monolith.

Once attached to the monolith, it takes a hard Strength (Athletics) check to free oneself, however, the attraction effect still happens until the target is 1/4 mile away.

The target can remove all objects and the monolith has no effect.

Teleport-like spells work normally.

The monolith can also be temporarily turned off with a successful very hard dispel magic, which negates the effect for 10 minutes.

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Vat of Molten Gold


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

A large vat of molten gold it in the middle of the room. It looks like there are levers around it that can create a small pour into molds that can create coin-sized pieces of gold.

It requires a hard Intelligence (Investigation) check to work out the mechanism to create the pour, and takes 1 hour to create 10gp worth of gold coins.

However, the mechanism is faulty and needs two repairs. The first repair can be identified with another hard Intelligence (Investigation) check. Once identified, it requires an average Dexterity check with thieves’ tools to fix.

If not fixed, the shutoff mechanism for the pour is faulty. The room starts to fill up with molten gold. Each target in the room must make an easy Dexterity saving throw or take moderate fire damage. The gold spreads at a rate of 20 feet per round to the edges of the room. All targets that start their turn, or enter a molten gold space must make the same saving throw. It requires 2d4+2 hours for the gold to cool to a safe level.

The hard fix requires a very hard Intelligence (Investigation) to spot. Gold is fed from above. This fix requires a hard Dexterity check with thieves’ tools to fix. If not fixed, when the pour starts, the gold and the mechanism above the vat falls in. This causes molten gold so splash into the room. All targets within 30 feet of the vat take heavy fire damage, with a hard Dexterity saving throw halving the damage. After this treat the room as above.

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Don’t Listen at the Door


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

A sign on the door says “Private”.

The door is enchanted so that anyone who tries to listen at the door is punished. When someone listens at the door, a focused force and sonic wave hits the other side of the door. The target takes heavy sonic and force damage, is stunned for 1d4 rounds and is permanently deafened. With a successful hard Constitution saving throw, the damage is halved, the stun duration is cut to 1 round and the deafness lasts 1d4 hours.

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The Cutting Room


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

This room was used to make pastry and cut it into strips at scale.

The floor is made of marble, but an average Wisdom (Perception) check detects grooves that run the length of the floor from end to end about 6 inches apart the correspond with slits in the far wall.

One round after a party enters the room, the cutters come out of the wall. All targets in the room suffer a high bonus melee attack for heavy slashing damage. If they don’t leave the room out the other way the next round, they suffer another attack as the blades reverse direction.

 

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Heated Press Room


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

The floor and ceiling of this room are made of smooth iron.

When a target reaches the center of the room, the ceiling falls down. All targets in the room may make a Dexterity saving throw, whose difficulty is based on their distance to the exit.

Those that fail take heavy bludgeoning damage and are trapped. Trapped targets can move at 1/4 speed with a successful Strength (Athletics) check with a hard DC.

However, once the ceiling falls, the iron floor and ceiling begin to heat up. Trapped targets take escalating fire damage at the start of their turn each round.

 

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