Posts Tagged With: exTRAPaganza

Fungus Dungeon


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

The floor of all the caves is covered with a thick layer of small mushrooms.

Every step causes a small cloud of spores to poof up from the floor.

Each time a target takes a move action, that target must make an easy Constitution saving throw. On a failure, they gain 1 level of exhaustion.

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Full Dungeon


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

While in this dungeon, every target must make a hard Constitution saving throw every hour. If they fail, they suddenly feel very full. This fullness gives the target the poisoned condition. This condition can be removed with a successful saving throw the next hour, or it goes away on its own 1 hour after leaving the dungeon.

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Hidden Door Hardware


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

Every door has a secondary door lock that is hidden. In some cases, it’s not even near the door and may be on the wall, floor or even the next room.

If these locks aren’t addressed, the traps go off on the door even if disarmed from the primary lock.

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Disarmed Traps


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

Every trap in this dungeon is in a disarmed state. However, they appear armed unless a hard Wisdom (Perception) check is made. 

Whenever a trap is successfully “disarmed”, it becomes armed instead.

For more fun, each trap has a 50/50 chance to be in either state.

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Catwalks


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

Catwalks criss-cross the entire cavern, as most of the floor is made up of pits of acid.

Long term exposure has damaged many of the catwalk supports. If more then one target is on any 20′ section of catwalk – the distance between two sets of supports, it collapses.

All targets on the collapsing catwalk must make a hard Dexterity saving throw or fall into the acid where they take average acid damage. A successful save lets the target move to the nearest intact section, which, of course, collapses if there are two targets on it.

Pulling a character up out of the acid pits, of course, causes the catwalk to collapse unless precautions are taken.

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Sucking Mud


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

The floor is covered in a thick layer of mud. This causes all terrain to be considered difficult terrain and all Dexterity based checks, saves and attacks are at disadvantage.

The floor also has quite a few pits in it. There is a 5% chance that the target walks over a pit every time it moves. When this happens, the target must make a hard Dexterity saving throw or sink into the pit.

Sinking into the pit takes 1 round until the target is over their head. After this, consider that target is drowning.

The target cannot pull themselves out without magic. However, other party members may pull the target out with a Strength check. The DC is small (12), medium (14), large (16).

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Graphite Dust


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

All of the floors are coated in a thin layer of graphite dust.

Treat the area as difficult terrain. A hard Dexterity (Acrobatics) check can negate the difficult terrain, but on a failure, the target falls prone.

All Dexterity based skills, checks and saves are at disadvantage. All melee and touch attack rolls are also at disadvantage.

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Teleport Dungeon


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

The entire area has paths that run along steep cliffs, and have sharp turns and switch backs. At several points along the paths, small teleport circles teleport the target to a random spot near a curve or corner.

When the target is teleported, they must make a hard Dexterity saving throw or fall off the cliff.

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Sawdust


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

The area is coated in a thick layer of fine sawdust.

While in the area, characters must make an average Constitution saving throw every 10 minutes, or gain the poisoned condition due to sawdust getting in their mouth and eyes. This can be cleared by spending a single round and using 8 oz of water.

Once cleared, the character must make the saving throw again in 10 minutes.

A successful hard Wisdom (Survival) check grants advantage on the saves.

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Sawmill


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

A hallway is inclined downwards.

An average Wisdom (Perception) check reveals several slots at irregular intervals in the floor.

As the party approaches the end of the hallway, logs begin to drop from the ceiling at the far end. At the same time, circular saw blades pop up from the floor in full rotation.

The logs make contact with the saw blades and are cut and then shoot down the hallway.

All creatures in the hallway must first make an average Dexterity saving throw vs. the sawblades or take moderate slashing damage. Once the saw blades are cutting, treat the entire area as difficult terrain.

Each round, all targets in the hallway must make a difficult Dexterity saving throw or take 2d6 bludgeoning damage from the logs. This save is at disadvantage. Optionally, a target can choose to not be at disadvantage. If they do, then they must make the above saving throw vs. the sawblades as well.

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