Posts Tagged With: Generic

Hydraulic Press


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

The ceiling and floor are made of absolutely smooth metal. The doors go floor to ceiling. The top of the doors are sloped and angled.

The floor is calibrated to detect weight. When 200 lbs. of pressure is applied the ceiling starts to lower. It takes 2 full rounds to lower.

While lowering, the doors are stuck and cannot be opened, as they open into the room. The angle and slope of the doors cause them to shut right as the ceiling pushes on them. 

Any creature in the room within 5′ of a door may roll for Initiative. Any target with an Initiative > 20 may escape through the closing doors.

The doors may be destroyed (AC 15, 30 hp) or broken open with a DC 22 Strength check.

Once the ceiling hits the floor, all targets take 100d6 bludgeoning damage, and then the ceiling rises back.

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Sodium Lid


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

A large chest is here. Large. Really large. I mean, really, really large…

The entire floor is covered in 1 foot of water.

The lid of the chest is very heavy. It’s covered in gold foil over sodium. 

A hard Wisdom (Perception) check detects the foil. If detected, an average Intelligence (Investigation) check reveals the sodium underneath.

The lid requires a hard Strength check to remove. If it is to be kept out of the water, this check is at disadvantage.

There is lots of treasure inside the chest. Unfortunately, when the chest lid hits the water is explodes.

All targets in the vicinity take massive fire and massive bludgeoning damage, with a hard Dexterity saving throw halving the fire damage.

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Life-Leeching Coins


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

A huge pile of coins lies underground, unguarded.

If the coins are taken, each target that carries the coins outwards must make a hard Charisma saving throw every morning. On a failure, they take 1 Charisma damage per 100gp of coins, which can only be restored via Greater Restoration. Once Charisma reaches zero, there is no more reduction until points are restored.

Once outside the cave, the coins cannot be dropped, given away or spent. They will return to the target.

The only way to get rid of them is to return them to their rightful owner, which will require some serious divination magic.

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Ley Gems


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

Several large gems are inset into the pillars of this room.

The gems acts as a focus for a series of magical force beams that run around the room. The room is very old, and the pillars no longer support the ceiling. A hard Intelligence (Investigation) check reveals this.

A detect magic also reveals that each gem has an aura of evocation on it.

If a single gem is removed, it causes the structure to weaken, which collapses the roof. All targets inside take massive damage, with a hard Dexterity saving throw halving this damage.

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Dimension Doors


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

The area is covered in invisible little portals, like dimension doors.

The inhabitants of the area know where they are and use them to their advantage. However, when the party is in combat or rounds, these invisible portals appear. Each time a party member takes a move action, there is a 25% chance they step into an invisible portal, ending up in a random location within 100′.

Only spells that allow seeing invisible objects can detect the doors.

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Lingering Doubt


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

The area is shrouded in mist.

Whenever a skill check is performed, the target must first make a hard Charisma check. On a failure, the target is filled with self-doubt, causing the skill check to be at disadvantage.

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Mirrors and Lenses


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

The treasure room is very grand, with a large chest in the center.

The entire complex has a series of light tubes, mirrors and lenses installed that channels all light from outside and inside to the very spot of the chest.

When the chest is opened, the covers that block light are lifted throughout the complex. This causes an intense beam of light to shine down on the chest.

All targets within 10′ of the chest must make a hard Dexterity saving throw or take heavy fire damage, or half the amount on a successful save. The chest is also melted into a slag of gold and silver. Still valuable, but not as valuable.

The mechanism runs inside the chest and out the bottom into the floor. Detecting and disabling it requires hard Intelligence (Investigation) and Dexterity checks with thieves’ tools.

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Ray-Traced Dungeon


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

Magic in here is unpredictable. Whenever a ray spell is used, there is a 25% chance that it fires off normally, a 25% chance that it instead strikes the caster, a 25% chance that it strikes a random target, and a 25% chance that it forks and strikes the target, the caster and 1d4 random targets. (targets may only be struck once)

This changes to 40/20/20/20 if a higher level spell slot is used, or 80/5/5/5 is a spell slot 2 levels higher is used.

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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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