Posts Tagged With: Generic

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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Delayed Dungeon


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

The inside of the castle is intact, but run-down. The decor and items inside all seem in perfect shape, but are somehow old in a way that can’t quite be placed.

Time seems to run slower here.

It’s because, in some cases, it does.

All spells and spell like effects that take place in this castle do not actually have any effect until 1d4 rounds after the intended time of effect. For area effect and targeted spells, this could mean that any friendlies that move into the zone of effect could actually be affected, whether it was meant or not.

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Fine Dust


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

The entire area is covered in a very fine dust.

This dust is slick, making every surface difficult terrain. Any checks associated with a surface, such as climbing, are at disadvantage.

Exhaustion effects are doubled – every level of exhaustion gained adds another level.

Lastly, any fire based effects larger than a torch have a chance of igniting the particles in the air. When such a fire-based effect is used, there is a 20% chance that the air ignites, dealing 3d6 fire damage to everyone in the area.

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Lava Tubes


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

Several holes have been bored into the walls of this cavern complex.

Every hour, lava flows freely through the holes on the floor. Anyone in the caverns must initially make an average Dexterity save to avoid getting hit by lava. Anyone who fails takes moderate fire and bludgeoning damage.

For 15 minutes afterwards, everyone in the caverns without fire protection or something like it, take 1 HP of fire damage per round while in a room with lava.

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First Strike


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

The geometry of the interior rooms and passages is very disconcerting.

As such, all initiative rolls made are at disadvantage.

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Electric Grass


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

All the pathways are made from carefully cultivated and trimmed grass. However, many blades of grass are electrified.

When walking through the grass, each creature takes 1 electrical damage for every movement action. An average Constitution saving throw negates this damage. Those wearing metal armor suffer disadvantage on the saving throw.

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Rope Bridges


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

The castle is made up of several discrete towers, each situated on its own outcropping of rock. They are all interconnected by rope bridges suspended high above the rocky, crashing waves below.

Unless authorized by a castle warden who can disable the effect, when a bridge is crossed, a huge gust of wind will rock the bridge. Those on the bridge must make hard Dexterity saving throws of fall off the bridge, taking anywhere from 3d6 to 10d6 damage and landing in the ocean and rocks below.

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Time Bubbles


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

Time, while constant for the adventurers, is not for the rest of the dungeon. As such, enemies will come back after being killed (i.e. time for them is reset to before they were killed), traps will be reset, etc. After every meaningful encounter, the party must make a hard Wisdom save, or the encounter they just dealt with will be reset in 1d10+10 rounds.

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Wax Candles


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

The ceiling throughout the entire complex is made of a metal mesh. Numerous candles sit on the mesh. The candles drop a toxic wax. Every round, creatures must make a DC 10 Dexterity saving throw or be splashed with wax, taking 1 hp of damage.

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Mousetrap Doors


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

Every door in the complex is basically a vertical mousetrap. When a door is opened, a large metal bar slams down from the top into the door. Creatures within 5′ of the door must make a hard Dexterity saving throw or take medium damage and be restrained until a hard Strength check succeeds, either by the trapped creature or a bystander.

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