exTRAPaganza

Hot and Cold


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

These caves alternate between steamy, hot rooms from hot springs, and very cold rooms filled with ice.

When crossing from one room to the next, each character must make an easy Constitution saving throw or suffer one level of fatigue.

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Star Wars Doors


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

It appears that all of the doors in this underground complex are heavy metal sliding doors.

When ever an open door is traversed, the door shuts quickly and heavily. The target walking through the door must make an average Dexterity check or suffer 1d6 bludgeoning damage and end up on a random side of the door. The door can be easily reopened.

Targets that spend a round preparing themselves are granted advantage on the dexterity save. Distracted targets, i.e. those that are moving at more than base speed or are involved in other actions, such as combat suffer disadvantage.

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Pandemic


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

The city is eerily quiet, as if no one is around.

Everyone died off here quite some time ago, but the disease lingers. Anytime flesh makes contact with a surface, the target must make an easy Constitution saving throw or become infected with City Rot. On a successful save, another save need not be made for 1 hour.

City Rot – Symptoms show up in 2d6 days. When symptoms appear, the target must make an easy Constitution saving throw each day for 1d4+4 days. On a failure, the target takes 1 level of fatigue. On a success, the target loses a level of fatigue. At the end of the symptom period, if the target has no levels of fatigue, the target is healed and no longer contagious. If the target has levels of fatigue, that target must keep making saving throws every day until the target has zero levels of fatigue. The target is contagious once infected, before symptoms appear. Once per day, any target that comes within 6 feet of the infected target may become infected as per above.

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Sandstorm


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

Endless sand dunes await you.

Every 1d4 hours, the wind kicks up, sending sand everywhere. Everyone must make an average Constitution saving throw, or become blinded for the duration of the storm which lasts for 2d12 minutes. Protection can grant advantage to this saving throw.

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Disco Ball


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

A disco ball hangs from the ceiling.

This ball reflects light sources. Each round, any light source in the room is reflected back to its source. At the source, a small explosion happens which does medium fire damge, which is halved on a successful average Dexterity saving throw.

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Delayed Dungeon


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

The inside of the castle is intact, but run-down. The decor and items inside all seem in perfect shape, but are somehow old in a way that can’t quite be placed.

Time seems to run slower here.

It’s because, in some cases, it does.

All spells and spell like effects that take place in this castle do not actually have any effect until 1d4 rounds after the intended time of effect. For area effect and targeted spells, this could mean that any friendlies that move into the zone of effect could actually be affected, whether it was meant or not.

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Fine Dust


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

The entire area is covered in a very fine dust.

This dust is slick, making every surface difficult terrain. Any checks associated with a surface, such as climbing, are at disadvantage.

Exhaustion effects are doubled – every level of exhaustion gained adds another level.

Lastly, any fire based effects larger than a torch have a chance of igniting the particles in the air. When such a fire-based effect is used, there is a 20% chance that the air ignites, dealing 3d6 fire damage to everyone in the area.

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Lava Tubes


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

Several holes have been bored into the walls of this cavern complex.

Every hour, lava flows freely through the holes on the floor. Anyone in the caverns must initially make an average Dexterity save to avoid getting hit by lava. Anyone who fails takes moderate fire and bludgeoning damage.

For 15 minutes afterwards, everyone in the caverns without fire protection or something like it, take 1 HP of fire damage per round while in a room with lava.

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First Strike


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

The geometry of the interior rooms and passages is very disconcerting.

As such, all initiative rolls made are at disadvantage.

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Electric Grass


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

All the pathways are made from carefully cultivated and trimmed grass. However, many blades of grass are electrified.

When walking through the grass, each creature takes 1 electrical damage for every movement action. An average Constitution saving throw negates this damage. Those wearing metal armor suffer disadvantage on the saving throw.

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