Posts Tagged With: exTRAPaganza

Hail of Arrows


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

The approach to the castle is flat and clear for hundreds of yards with only thigh-high grass.

Hidden in the grass are several tripwires. Each of these tripwires causes hundreds of arrows to be launched from the castle to the tripwire spot. The tripwires are a hard perception check to see. If tripped, the targets within 60′ of the tripwire take extremely high damage, with a hard dexterity saving throw halving the damage.

The tripwires, if spotted, can be easily cut and disabled.

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Flash Flood


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

The sewer tunnels reach deep under the city.

Several guilds call these tunnels home and hide treasure and other valuable items. To keep out intruders, one guild has taken extreme measures.

When the target enters the junction with the hidden cache, a large, hidden pressure plate opens up a sluice gate to a lake above. In 2d4 rounds, a raging torrent of water floods the tunnels. Each target immediately begins to drown and must also make a hard Strength saving throw or be swept away, taking moderate bludgeoning damage every turn as they are battered about the tunnels.

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Uneven Tile Floor


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

The tile floor has several tiles in random places that stick up anywhere from 1-3 inches. Each time a target makes a move action, they must make an easy Perception check to spot the protruding tiles. On a failure, the target must make an easy Dexterity check or fall prone.

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Unstable Floors


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

The floors in this complex shift unnaturally. Whenever a target takes any kind of action, the floors slide and shift underfoot. However, visually, the floors never change. This causes all rolls to be at disadvantage.

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Slippery Floors


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

The floors in this complex are highly polished. Every move or combat action requires an average acrobatics check, or the target falls prone. Additionally, physical actions, such as combat, skill checks, etc, are at disadvantage.

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Electric Tiles


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

The grout between all the stone tiles has been electrified. To make things worse, the tiles are all irregularly sized, and the electricity runs through any cracks in the tile. 

Each time a target moves, they must make an average Acrobatics check while moving (if they are trying to avoid) or take average electricity damage, with an average Constitution save halving the damage.

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Slow Cooker


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

These caves smell slightly of Sulphur. As the party descends into the cave, it slowly gets hotter. After the first hour, each  person in the cave must make an average Constitution saving throw. On a failure, the target gains one level of exhaustion. Each hour, the save must be made again, getting progressively harder, adding 1 or 2 to the DC each time.

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Slicing Sphere


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

The room is a giant sphere. Several small landing, connected by ladders are on each side of the sphere. These landings are made of razor thin metal, and are very strong.

The sphere rotates 90 degrees after the party enters. Not only does this cause the party to fall, it also causes the landings which are now on the ceiling to fall.

All targets on the landings take 3d6 falling damage as they fall, along with the metal sheets. They must also make a hard Dexterity saving throw to avoid falling on the metal sheets below. On a failure, they take moderate slashing and piercing damage. Additionally, the falling sheets make an average melee attack for heavy slashing and piercing damage.

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The New Year


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

The cave is sealed by stone doors. Engraved on the door is the following phrase in abyssal, “Enter and receive great treasure; leave and it is the new year”.

Once a year, on New Year’s Eve, the doors open up, revealing a cave complex. Adventurers can enter the complex and after 1d4 hours of searching will find treasure worth at least the party level x1000gp, as well as at least a single wondrous magic item per person.

However, upon leaving, it will be a new year… not “the” new year, but a new year d100 years later. Upon exiting, each party member must also make a hard Constitution saving throw or they also age that many years.

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Counterweight


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

There are hundreds of small holes in the floor in this room.

A giant metal door is lifted by operating a rope and pulley system.

When the door nears the top, the rope is severed, causing the door to fall. When it strikes the floor, it pushes another metal door down onto a lever buried underneath the floor. This lever activates the hundreds of crossbows under the floor.

Each target in the room is attacked with an 10d10 average melee attacks for 1d8+3 damage.

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