Posts Tagged With: Generic

Slow Cooker


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

These caves smell slightly of Sulphur. As the party descends into the cave, it slowly gets hotter. After the first hour, each  person in the cave must make an average Constitution saving throw. On a failure, the target gains one level of exhaustion. Each hour, the save must be made again, getting progressively harder, adding 1 or 2 to the DC each time.

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Slicing Sphere


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

The room is a giant sphere. Several small landing, connected by ladders are on each side of the sphere. These landings are made of razor thin metal, and are very strong.

The sphere rotates 90 degrees after the party enters. Not only does this cause the party to fall, it also causes the landings which are now on the ceiling to fall.

All targets on the landings take 3d6 falling damage as they fall, along with the metal sheets. They must also make a hard Dexterity saving throw to avoid falling on the metal sheets below. On a failure, they take moderate slashing and piercing damage. Additionally, the falling sheets make an average melee attack for heavy slashing and piercing damage.

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The New Year


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

The cave is sealed by stone doors. Engraved on the door is the following phrase in abyssal, “Enter and receive great treasure; leave and it is the new year”.

Once a year, on New Year’s Eve, the doors open up, revealing a cave complex. Adventurers can enter the complex and after 1d4 hours of searching will find treasure worth at least the party level x1000gp, as well as at least a single wondrous magic item per person.

However, upon leaving, it will be a new year… not “the” new year, but a new year d100 years later. Upon exiting, each party member must also make a hard Constitution saving throw or they also age that many years.

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Counterweight


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

There are hundreds of small holes in the floor in this room.

A giant metal door is lifted by operating a rope and pulley system.

When the door nears the top, the rope is severed, causing the door to fall. When it strikes the floor, it pushes another metal door down onto a lever buried underneath the floor. This lever activates the hundreds of crossbows under the floor.

Each target in the room is attacked with an 10d10 average melee attacks for 1d8+3 damage.

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Stringy Forest


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

Twine has been wrapped around the trees and spread across the forest floor. When it is snagged, all of the twine rises to a 1 foot level.

Moving through the forest requires an easy Acrobatics check for each movement. Failure snags it. When snagged, the target must make an average Dexterity saving throw or fall prone.

Once snagged, the area becomes difficult terrain, and each movement requires an average Acrobatics check for movement. Failure results in the target tripping and falling prone.

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Big Ball of Wax


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

At the top of the stairs is a giant ball of wax. This wax ball is activated by a stair near the top. It falls out of the ceiling and rolls down the stairs.

Targets on the stairs must make a hard Dexterity saving throw or be hit by the wax. It does no damage, but targets that fail the saving throw become entangled with the wax, and roll down with it to the base of the stairs.

At the base of the stairs are several torches. These ignite the wax ball.

Targets stuck in the wax take heavy fire damage, and then take light fire damage for 1d4 rounds afterwards.

Target not in the wax ball, but within 15 feet take moderate fire damage, with a moderate Dexterity saving throw halving this damage.

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Fungus Dungeon


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

The floor of all the caves is covered with a thick layer of small mushrooms.

Every step causes a small cloud of spores to poof up from the floor.

Each time a target takes a move action, that target must make an easy Constitution saving throw. On a failure, they gain 1 level of exhaustion.

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Full Dungeon


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

While in this dungeon, every target must make a hard Constitution saving throw every hour. If they fail, they suddenly feel very full. This fullness gives the target the poisoned condition. This condition can be removed with a successful saving throw the next hour, or it goes away on its own 1 hour after leaving the dungeon.

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Hidden Door Hardware


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

Every door has a secondary door lock that is hidden. In some cases, it’s not even near the door and may be on the wall, floor or even the next room.

If these locks aren’t addressed, the traps go off on the door even if disarmed from the primary lock.

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Disarmed Traps


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

Every trap in this dungeon is in a disarmed state. However, they appear armed unless a hard Wisdom (Perception) check is made. 

Whenever a trap is successfully “disarmed”, it becomes armed instead.

For more fun, each trap has a 50/50 chance to be in either state.

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