Posts Tagged With: exTRAPaganza

Lightning Room


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

A large metal globe is suspended in mid-air in the middle of the room.

Touching this globe causes multiple arcs of electricity to strike the globe. All targets in the room take heavy electricity damage, with a hard Dexterity saving throw halving the damage. The actual target that touches the globe takes massive damage, and must make a very hard saving throw

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Bolt Hole


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

The hallway is full of hundreds of holes in the floor, walls and ceiling, all in front of crossbows. These holes are hidden by illusion, as is the pressure plate in the middle of the hall.

When the pressure plate is stepped on, all the crossbows fire. Each target in the hallway takes heavy piercing and bludgeoning damage, with a hard Dexterity saving throw halving the damage from the missile barrage.

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Molasses Factory


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

There are hidden vaults underneath the molasses factory, which house great vats of the sweet substance. Each vat is positioned above a drainage grate.

Each vault is secured by a huge iron door with a lock. If the lock is not opened with the correct key, it causes the vats from above to empty their contents.

Everyone underground becomes swamped in molasses in 1d10+6 rounds. This immediately causes the targets to start to suffocate. Additionally, moving requires an average DC Strength (Athletics) check. The target may move by the amount in feet (up to their move speed) that they exceed the check

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Drop Ceiling


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

The ceiling is unstable. As the delvers make their way through the dungeon, random stone chunks fall from the ceiling at regular intervals. When this happens, the party must make an average Dexterity saving throw or take heavy bludgeoning damage.

There is a 10% chance during each fall that the exit will be blocked by the fallen ceiling 

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Lighted Dungeon


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

The entire dungeon is lit by lamps attached to the walls every 60 feet. These lamps shed bright light in a 20′ radius, and dim light for an extra 20′. However, the bright light is actually radiant light, and anyone that wanders into the brightly lit zones suffers an average ranged spell attack for light radiant damage.

If the lamps are destroyed or dispelled, they immediately reappear.

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Tar Pits


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

This swampy area is covered in tar. This causes the entire area to be difficult terrain which reduces speed to 1/4. Also each movement requires an easy strength check to move.

Additionally, any effects magical or otherwise that cause fire damage will ignite the tar. The burning tar lasts for 1d4 minutes. All targets in the swamp immediately take moderate fire damage, with an average Dexterity saving throw halving the damage. At the start of each turn, each target in the swamp must make an average Dexterity (Acrobatics) check or take the same damage.

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Dormant Volcano


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

This volcano long ago went dormant and has been covered in vegetation. Buried among the ashes, rocks, and dirt are several inscriptions into the rock of an unknown tongue. The inscriptions narrate an ancient god, the human sacrifice into the volcano, and how the volcano was sealed up to trap the evil god forever.

The magic has faded now to the point where any magic cast while on top of the volcano destroys the magic sealing the volcano.

When this happens, all targets on top of the volcano take lethal fire damage, lethal bludgeoning damage, and must make a nearly impossible Constitution saving throw to avoid death.

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Mistletoe Forest


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

Mistletoe hangs in the branches of several trees. This can be identified with an easy Intelligence (Nature) check.

A target that gets within 15′ of the mistletoe must make a hard Wisdom saving throw. On a failure, they will be enamored with the nearest tree and will kiss the tree. 

Many of the trees here are home to dryads. Once a target kisses a tree, saves made vs. the dryads’ charm are at disadvantage. This disadvantage lasts until the mistletoe withers, in 2d6+4 days

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Christmas Tree


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

A huge tree in the center of a clearing is adorned with gold, silver, and jewels. Lights twinkle on the branches.

The lights protect the tree. 

If any of the decorations are removed from the tree, the lights flash brightly. All targets within 60′ take heavy radiant damage, have their memory of this place wiped, and are frightened until they travel at least 1000 feet away from the tree. While frightened, the target may only move away from the tree. A hard Wisdom saving throw halves the damage and negates the memory and frightened effects.

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Glass Hall


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

This grand hall has very high ceilings that are 50′ or higher in places. Several large sheets of beautiful glass hang from the ceiling, making for a dazzling light show.

If an outside light source is brought into the hall, the light reflects wildly throughout the room. Each round that the light source is in the room, there is a 5% cumulative chance that it causes the glass to shatter and fall.

If this happens, all targets in the room take massive slashing, piercing and bludgeoning damage, with a hard Dexterity saving throw halving this damage.

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