Posts Tagged With: Generic

Teleport Dungeon


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

The entire area has paths that run along steep cliffs, and have sharp turns and switch backs. At several points along the paths, small teleport circles teleport the target to a random spot near a curve or corner.

When the target is teleported, they must make a hard Dexterity saving throw or fall off the cliff.

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Sawdust


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

The area is coated in a thick layer of fine sawdust.

While in the area, characters must make an average Constitution saving throw every 10 minutes, or gain the poisoned condition due to sawdust getting in their mouth and eyes. This can be cleared by spending a single round and using 8 oz of water.

Once cleared, the character must make the saving throw again in 10 minutes.

A successful hard Wisdom (Survival) check grants advantage on the saves.

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Sawmill


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

A hallway is inclined downwards.

An average Wisdom (Perception) check reveals several slots at irregular intervals in the floor.

As the party approaches the end of the hallway, logs begin to drop from the ceiling at the far end. At the same time, circular saw blades pop up from the floor in full rotation.

The logs make contact with the saw blades and are cut and then shoot down the hallway.

All creatures in the hallway must first make an average Dexterity saving throw vs. the sawblades or take moderate slashing damage. Once the saw blades are cutting, treat the entire area as difficult terrain.

Each round, all targets in the hallway must make a difficult Dexterity saving throw or take 2d6 bludgeoning damage from the logs. This save is at disadvantage. Optionally, a target can choose to not be at disadvantage. If they do, then they must make the above saving throw vs. the sawblades as well.

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Piston Chamber


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

A circular, metal hallway is behind the door.

The far door activates a large piston that runs the length of the 30′ hallway. It requires a hard Wisdom (Perception) check to detect the trap and a hard Dexterity check with thieves’ tools to disarm the trap.

When the trap is sprung, the piston engages, running continuous cycles. The piston travels at 120 feet per round, completing 2 cycles per round. Targets in the hallway, must make a hard Constitution saving throw each time they are struck by the piston, or take moderate bludgeoning damage. Targets are also pushed backwards against the back wall.

If the back door was not closed, it gets crushed against the wall. It requires a hard Strength (Athletics) check to remove it, or a hard Dexterity (Acrobatics) check to wiggle through.

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Gas Tubes


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

Several lava tubes wind their way through this cave complex

The tubes randomly emit spouts of gas and flame. Each time they do, all targets within 20 feet of the tube must make an average Dexterity saving throw or take moderate fire damage.

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Explosive Crystals


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

Crystals line the walls and ceiling of this cave. They are loosely attached and easy to knock off.

Whenever a character does a physical action other than a simple move, such as jumping, a dexterity save, a melee attack, etc, they must make an average Dexterity (Acrobatics) check or they knock a crystal loose. When a crystal falls, it explodes, causing moderate fire damage to all in a 10′ radius, with an average Dexterity saving throw halving the damage. Yes, this save triggers another check for knocking off crystals. Also, the explosion has a 25% chance of knocking off another crystal.

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Sewer Exit


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

At the lowest level a manhole cover with a retractable handle most likely is the exit to the sewers.

This is, in fact, not a sewer exit but a self destruct mechanism. It is armed and activated by lifting the handle and pulling up on the cover. If this happens, a loud click is heard and a bomb is armed that goes off in 15 rounds.

The bomb can be disarmed with a hard Intelligence (Investigation) and hard Dexterity check with thieves’ tools. If either fails, the bomb immediately explodes.

When the bomb explodes, it does massive bludgeoning and fire damage to all creatures within the complex. A hard Dexterity saving throw halves this damage.

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Spherical Chamber


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

A large tower sits next to a cliff overlooking a valley below. The bottom chamber of the tower is a large, spherical chamber. It is suspended within the tower. After the party enters this chamber, it disengages from the tower and rolls down the cliff.

Every round of rolling causes moderate damage the the PC’s in the sphere, with an average Dexterity saving throw halving this damage. The sphere rolls 100 feet per round.

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Bad Luck


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

When you enter this place, something feels off, as if the entire place is against you.

Every time a skill check is made in this place, it’s at disadvantage.

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Pollen


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

The air is thick with pollen. A fine layer of yellow dust coats everything.

Every hour, each person in the dungeon must make a hard Constitution saving throw or react to the pollen for the next 10d6 minutes. During the time affected, any Dexterity or Intelligence based checks or attacks are at disadvantage.

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