Posts Tagged With: Generic

Dam Door


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

A large concrete wall is ahead. Centered in the wall is a single iron door.

The door radiates strong magic.

The wall is cool to the touch as is the door. The wall is the base of a dam. The door is an old service door that was magically sealed after the dam was made. It cannot be opened unless a high-level DC is made with dispel magic. However, once the magic seal is removed, the door flies from the dam as water rushes in, which also causes the dam itself to collapse. This sends billions of gallons of water into the area and above, along with millions of tons of concrete.

I’m sure there is some kind of save… But half of a million points of damage is still a lot.

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Connected Gold


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

All of the gold in this dungeon is magically connected to each other. Every hour, an electrical charge surges through the gold. This deals 1d6 damage per 100gp of gold. There is no distance limit to the charge, so even if the gold is removed from the dungeon, it still gets charged.

It requires a dispel magic or equivalent to remove the connection, but it has to be cast on every individual piece, whether coin, jewelry, or other treasure.

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Trampoline Floors


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

The floors turn to trampolines whenever the target needs to fight or perform a task.

When the target does something other than a simple move, the floors become like a trampoline. This causes disadvantage on all attack rolls, saves, and skill checks. Additionally, the target must also make an average Dexterity check or fall prone.

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Traps Everywhere


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

There are traps everywhere. Wires run from doors into the walls. Glyphs and other magical markings mark doors, chests, etc. Blades are hidden under desks and in locks. Needles can be seen.

All of the traps have already been set off and not reset. They will be detected everywhere though, and only appear to be inactive if the DC to detect them is exceeded by 10 on the check.

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Random Force Walls


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

Everywhere throughout the dungeon, there are random fragments of walls of force. Some of them are full, floor-to-ceiling walls while some are just fragments. 

Each time a move happens on a turn, there is a 10% chance that there will be a wall of force piece involved. Use the following table. All walls are 10′ wide

1 – floor-to-ceiling

2 – 3 foot high wall of force attached to the floor

3 – 3 foot high wall of force attached to the ceiling

4 – 2 foot high wall of force attached to the floor and 2 foot high attached to the ceiling

These all obey normal rules for walls of force.

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Ceramic Dungeon


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

The walls, floors and ceilings are all ceramic.

Whenever heat is generated, either by a light source, fire, spell, etc, it is absorbed by the dungeon.

For continuing heat sources, the dungeon gains 1 point of heat every time a heat source enters a room, such as a torch or lantern.

Free standing fires cause 2 heat points, and fire done by spells causes 1 point for every die rolled. (So a 6d6 fireball would do 6 points of heat)

Targets take fire damage every 10 minutes in the dungeon equal to the amount of heat points the dungeon has absorbed.

The dungeon cools at the rate of 1 point per hour.

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Quicksand Doors


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

This beachside castle’s floors are covered in sand.

Whenever a door is opened, the area in front of the door turns to quicksand. All targets within 5′ of the door must make an average Dexterity saving throw, or be caught in the sand. 

Getting out of the sand requires an average Strength check from another character, or a hard Strength check from the trapped character. Each round the target spends in the quicksand, they sink, which increases the DC of the check by 1.

After 1d4+1 rounds, they become submerged and begin to drown, but they keep sinking.

The sand stays in place for 10 minutes. After 10 minutes, any target still in the sand is ejected.

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Icicle Cavern


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

The caves have high ceilings and ice is everywhere.

The ceilings have very long icicles on them. Vibrations cause them to fall. Anytime someone take 2 movement actions in a round, engages in combat or otherwise does an action that would create vibrations, there is a 10% chance that icicles fall.

When these icicles fall, all targets in a 15′ radius take moderate piercing damage and light cold damage. An average Dexterity saving throw halves the piercing damage and negates the cold damage.

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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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