Posts Tagged With: exTRAPaganza

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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The Floor is Lava


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

The entire dungeon is filled with various pieces of furniture.

The stones on the floor heat up when physical contact is made. Each time the floor is stepped on, the damage increases by 1d4 fire damage, I.e. first time 1d4, 2nd time 2d4, etc.

Hopping from furniture to furniture to avoid the floor requires an average Dexterity (Acrobatics) check, and moving through doorways cause this check to be at disadvantage.

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Teleporter Dungeon


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

Several of the stone tiles in each room act as teleporters. Only a detect magic or a hard Intelligence (Arcana) check can detect these tiles.

Each movement has a 10% chance of stepping on a tile. When it is stepped on, the target must make an average Wisdom saving throw, or be teleported to a random room in the dungeon.

Each tile can be disabled with dispel magic or a hard Intelligence (Arcana) check.

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Hamster Wheel


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

The corridor curves down, like the arc of a circle.

When the party reaches the bottom, the corridor, which is in a big circle, detaches and begins to roll down an incline. The pathway that it rolls down has several large spikes, which poke through the floor.

While rolling, each target takes 2d6 bludgeoning damage per round, and 4d4 piercing damage. A hard Dexterity saving throw each round negates the piercing damage.

The wheel rolls for 1d6+4 rounds and hits a wall. When it hits the wall, all targets in the wheel take an additional 6d6 bludgeoning damage, with a hard Dexterity saving throw halving this damage.

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Waterfall


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

Slight rumbling can be heard from above. The occasional pebble falls from the ceiling. A rock is wedged into large opening.

The rock can be dislodged with a hard Strength check. However, the rock is also supporting the ceiling. When moved, the river above crashes through. Anyone within 15′ of the rock takes heavy damage, with a hard Dexterity saving throw halving this damage.

The area quickly fills up with water, and all targets in the area start to drown unless measures are taken

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Rickety Dam


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

A large pool is at the base of the cave. In the back of the cave is a distressed stone wall that has been constructed across a narrow point in the cave. A stone door is in the wall, and it appears sealed.

The pool is filled with a mild acid. Exposed flesh takes 1 point of acid damage per round exposed. There is a narrow path around the side of the pool that leads to the wall and the door.

The wall holds back another pool of a a basic liquid. The wall is also fragile. Any attempts to breach the wall or the door cause the wall to collapse. When the wall collapses, all targets within 15′ of the wall take moderate damage, with an average Dexterity saving throw halving this damage. However, 1 round later the liquid hits the acid pool. When this happens, all creatures in the cavern must make a hard Constitution saving throw or take 1d2 CON damage. This save must be made again at the beginning of each creature’s turn until they leave the area.

Nothing short of draining the pool or creating high winds can remove this effect.

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Fan Shaft


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

A large fan spins slowly on the ceiling. It sits over a spot on the floor that is a slightly different color than the rest of the floor. An average Intelligence (Investigation) check will spot this and note that the area on the floor is the same size as the diameter of the fan.

When the room is crossed, the entire room turns into a funnel, as the floor slopes towards the large round circle in the middle. The circle drops down 20 feet.

Those is the room must make a hard Dexterity save of fall into the shaft, taking 2d6 falling damage.

Immediately, the fan drops down from the ceiling into the shaft. One round later, it reaches the bottom, dealing heavy slashing damage, with a hard Dexterity save halving this damage. There are recessed rungs on one side of the shaft. These can be spotted with an average Wisdom (Perception) check. Any target that succeeds on the damage Dexterity save may climb above the fan and out of the shaft.

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Guillotine Doors


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

All of the doorways in this complex are guillotines, with the blades hidden in the ceiling above the door.

They are activated by a complex magnetic device. When metal travels through the doorway, it causes the blade to fall.

The blade can be avoided with a hard Dexterity save, although if the target is expecting it, this save has advantage. The blade deals heavy slashing and bludgeoning damage.

A hard Dexterity save with thieves’ tools can be employed to disarm the trap. Also, any target carrying less metal than a normal dagger will not activate the trap.

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Lava Tubes


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

The tunnels are surrounded by underground lava streams. They lava often breaks through the walls.

Every 1d10 minutes, lava breaks through the ceiling. All creatures in the area take average fire damage, with an average Dexterity saving throw halving this damage.

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