Posts Tagged With: Generic

Lava Tubes


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

The tunnels are surrounded by underground lava streams. They lava often breaks through the walls.

Every 1d10 minutes, lava breaks through the ceiling. All creatures in the area take average fire damage, with an average Dexterity saving throw halving this damage.

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Spring Floor


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

This large round holding cell has several rings and hooks and the walls and ceilings, presumably to chain prisoners to.

A huge spring is under the floor. At some point, a loud clicking noise is heard as the spring uncoils, propelling the floor into the ceiling.

Those next to the walls take average slashing damage from the hooks and rings, subject to a hard dexterity saving throw. Everyone takes heavy damage when the floor smashes into the ceiling. Targets within half their move speed from the doorway may make a hard dexterity saving throw to quickly exit the room.

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Ice Crystals


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

The ceilings in this cave complex are covered in icicles.

Whenever a creature makes an attack or performs an action that would vibrate more than a normal movement, icicles fall from the ceiling.

All creatures within 20′ of the triggering creature take moderate piercing and cold damage, or light damage on a successful average Dexterity saving throw.

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One Door Shuts, Another One Opens


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

At the center of the tower is a large circular room with about a dozen doors. This room can only be reached via a one-way teleport gate.

At some point, one of the doors opens and water begins to pour in. The door can be shut to stop the water. However, when it is shut, another random door, preferably one that hasn’t been secured or isn’t manned, opens.

A single open door will completely fill the room with water in 10 minutes. Each door opens up to a vertical shaft with a ladder. These are completely full and require a hard Strength (Athletics) check to climb, due to the water pressure. They are each 100 feet high. If the door is shut, after 2d8 rounds, the water will quiesce and it can be climbed via a normal swimming check.

 

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A Better Mousetrap


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

A long drawbridge leads to a gatehouse.

When the drawbridge is crossed, it causes the gates on the gatehouse to shut, and the drawbridge snaps closed like a mousetrap. All creatures on the drawbridge may make an average Dexterity saving throw to be able to jump off of the drawbridge. They will take 4d6 falling damage.

Otherwise, those on the drawbridge are hurled into the gatehouse, taking 4d6 bludgeoning damage. These creatures then may try to move out of the way with an average Dexterity saving throw with disadvantage. Those that succeed tumble away to the side, while those that fail take 6d6 bludgeoning damage from the drawbridge, and are restrained.

Restrained creatures must make a hard Strength check in order to free themselves, or the drawbridge needs to be lowered from the inside.

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Hot and Cold


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

These caves alternate between steamy, hot rooms from hot springs, and very cold rooms filled with ice.

When crossing from one room to the next, each character must make an easy Constitution saving throw or suffer one level of fatigue.

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Star Wars Doors


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

It appears that all of the doors in this underground complex are heavy metal sliding doors.

When ever an open door is traversed, the door shuts quickly and heavily. The target walking through the door must make an average Dexterity check or suffer 1d6 bludgeoning damage and end up on a random side of the door. The door can be easily reopened.

Targets that spend a round preparing themselves are granted advantage on the dexterity save. Distracted targets, i.e. those that are moving at more than base speed or are involved in other actions, such as combat suffer disadvantage.

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Pandemic


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

The city is eerily quiet, as if no one is around.

Everyone died off here quite some time ago, but the disease lingers. Anytime flesh makes contact with a surface, the target must make an easy Constitution saving throw or become infected with City Rot. On a successful save, another save need not be made for 1 hour.

City Rot – Symptoms show up in 2d6 days. When symptoms appear, the target must make an easy Constitution saving throw each day for 1d4+4 days. On a failure, the target takes 1 level of fatigue. On a success, the target loses a level of fatigue. At the end of the symptom period, if the target has no levels of fatigue, the target is healed and no longer contagious. If the target has levels of fatigue, that target must keep making saving throws every day until the target has zero levels of fatigue. The target is contagious once infected, before symptoms appear. Once per day, any target that comes within 6 feet of the infected target may become infected as per above.

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Sandstorm


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

Endless sand dunes await you.

Every 1d4 hours, the wind kicks up, sending sand everywhere. Everyone must make an average Constitution saving throw, or become blinded for the duration of the storm which lasts for 2d12 minutes. Protection can grant advantage to this saving throw.

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Disco Ball


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

A disco ball hangs from the ceiling.

This ball reflects light sources. Each round, any light source in the room is reflected back to its source. At the source, a small explosion happens which does medium fire damge, which is halved on a successful average Dexterity saving throw.

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