Posts Tagged With: Generic

Storm Drains


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

It is hot and sticky down in these sewers.

An average Intelligence (Nature) check reveals that a thunderstorm is approaching fast.

Once in the sewers, the rain falls quickly, causing the sewers to quickly fill up with rushing water.

Those in the sewers are quickly washed 100 feet per round towards an egress. The nearest egress is 1d4x1000 feet away. Each round, the targets must make a hard Strength (Athletics) check or begin to drown.

Every 1d4x100 feet there is a ladder going up. Targets may make a hard Dexterity (Acrobatics) check to grab the ladder if they are not drowning.

When they hit the egress, they are dumped into a large body of water, where they may make easy Strength (Athletics) checks to swim ashore.

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Sun Gem


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

A temple is hidden in the jungle. The outside’s motif is definitely sun-based.

Deep inside the temple is a large gem on a pedestal. Here is where devotees can join their god in the sun.

Touching the gem causes it to radiate extreme heat and light.

If the party looks around, an average Intelligence (Investigation) check reveals places in this room where the stone has literally melted and re-hardened.

When the gem is touched, the entire chamber is bathed in bright sunlight. Those in the chamber that are within a single move of an exit may make a hard Dexterity saving throw to take massive fire damage. The sunlight deals lethal damage, and burns those inside to a pile of ashes.

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Dam Gem


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

A large concave wall is here. A large diamond is set into the wall.

The wall is a dam, and the diamond protects the dam. It is hard to remove, but can eventually be pried off. However, the dam is very old, and once the diamond is removed, the dam materials age very quickly, causing the dam to break.

All targets in a 200 foot line in front of the wall must make a very hard Dexterity saving throw. On a failure, they are pushed 200 feet away, take massive bludgeoning damage, and are being carried along in a torrent of water.

The diamond radiates enchantment and abjuration magic if checked.

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Meteor Bridge


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

A 100′ long stone bridge spans the deep divide.

The bridge is protected by ancient magic. Anyone who is not escorted by someone descended from the blood of those who made the bridge sets off the trap. This also applies to anyone that flies over the bridge or in any way crosses the divide. Unfortunately, they are all dead, although it is rumoured that artifacts exist that contain this blood.

When a target gets halfway across the divide, a meteor falls from the sky, striking the middle of the bridge. This causes massive fire and bludgeoning damage to all targets in a 1 mile radius and utterly destroys the bridge.

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Escher Stairs


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

All of the stairways in this castle have been enchanted to turn visitors around so that when they ascend/descend, they end up in the entry spot, unless the password is spoken.

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Board Bridge


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

A wooden beam crosses the chasm in this cavern. Sharp stalagtites and stalagmites are everywhere.

When the board is crossed, it comes loose and falls. Those that choose to jump from the board take heavy falling, and heavy piercing and slashing damage.

However, those that do not jump are in for a worse fate. About 20 feet down, the board’s edges land on a ledge. This causes the board to bend greatly in the middle, and then catapult the target up into the ceiling, where they take heavy piercing and slashing damage, and then they fall, where they take massive falling damage and heavy piercing and slashing damage.

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Stone Shaft and Falling Ceiling


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

The door to this circular room is near the top, about 30′ from the floor. A wooden staircase winds its way down the side of the room to the stone floor below.

A 10′ wide stone shaft is in the middle of the stone floor. Clear liquid can be seen 20′ down the shaft.

Shortly after reaching the floor, the one-piece stone ceiling falls in.

Anyone adjacent to the door may make an easy Dexterity saving throw to jump out the door.

Anyone within 10′ of the stone shaft may make an easy Dexterity saving throw to jump into the shaft. For each 10 feet, more away from the shaft, the saving throw goes up by 5.

Those that don’t get out of the way of the ceiling take massive bludgeoning damage.

Those that jump down the shaft escape the damage from the ceiling, but end up in a pool of acid, where they take average acid damage each round. The pit can be climbed with a hard Strength check. However, removing the ceiling from atop the pit requires a very hard Strength check. 

Those still in the room can free themselves from the ceiling rubble with a full-round action, assuming they survived.

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Molasses Factory


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

This room contains several large wooden vats which seem to be sticky on the outside. Each vat is over 20ft high and can be climbed with a ladder. Each vat contains thousands of gallons of molasses.

After the party enters the area, portcullises close all the exits.

A hard Wisdom (Perception) check detects a small glyph on each portcullis. 

If the portcullis is opened without disarming the trap, the bottom of the vats open up, releasing a wave of molasses. The wave is 10 feet high and moves 10 feet per round. Those that come into contact with the molasses must make a hard Strength check. On a failure, they are stuck in the molasses. The target moves 5 feet per round with the molasses. Once stuck, the target is restrained and cannot breathe and begins to suffocate. It requires a hard Strength check to pull oneself to the surface to breathe, or, if within 5 feet of the edge, to escape.

The molasses seeps through the portcullises. Starting at round 6, the height drops 1 foot per round.

The entire area is a sticky mess and is difficult terrain. 

Each glyph radiates transmutation magic, and activates the opening of the vats. This can be dispelled via detect magic.

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Ossirium


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

A low-hanging fog covers the floor of this burial cave complex.

The fog causes fatigue. 

Every 10 minutes, targets in the complex must make an average Constitution saving throw. On a failure, they gain a level of exhaustion. This exhaustion can only be removed when they have exited the complex.

Disrupting the fog, such as with a gust of wind, suppresses the effect for one hour, although existing exhaustion levels are unaffected.

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Copper Mine


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

Steam rises from pools of water in this abandoned copper mine.

The water is thick with copper, and the steam puts it into the air. For every hour spent in the mines, targets must make an average constitution saving throw. On a failure, they gain a level of exhaustion. These levels cannot be removed in any manner until they have left the mine.

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