Posts Tagged With: Generic

Giant Clock


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

This giant hall is the inside of a massive clock. There are gears everywhere along the walls, but nothing is moving. In one corner, a large wooden chest is jammed into a set of gears and levers. This was purposely done to stop the clock. If the chest is moved or opened, it slides away and the clock begins to run again.

The first thing that happens is a huge pendulum swings down in the center of the room. Everyone in the room must make a difficult Dexterity saving throw, or take bludgeoning damage equal to 2x (average party level) d6 damage. The pendulum then continues to swing every d4 rounds. The second time it comes through, the save may be made at advantage by spending a reaction.

After the clock starts, in 1d2 + 1 rounds, the hour gong sounds. It will sound d12 times, once per second. Each time the gong chimes, each creature inside the clock takes 1d4 sonic damage for every 4 levels. A Difficult Constitution saving throw cuts this damage in half.

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Shattering Windows


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

This room is almost exclusively made from windows. Several of them show cracks.

When any area of effect spell that causes damage is cast, or if any missile weapon misses a target, the windows all shatter.

Those in the room must make a hard Dexterity saving throw, or take 1d6 piercing and slashing damage for each window that is shattered, which is up to the DM’s discretion.

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Rolling Chandeliers


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

A long hallway slopes down. Overhead hang many large globes of light.

When a creature passes under a globe, it falls on the ground and rolls downwards. The globes act as a globe of fire. Each round it moves 10 feet downhill. Any creatures that it passes through or any creatures that pass through it take 2d6 fire damage. If a globe ends it turn on a creature, that creature takes 2d6 fire damage. If a creature starts its turn on a globe, that creature takes 2d6 fire damage.

When all the balls reach the end of the hallway, they all explode. This explosion deals 6d6 fire damage per globe to all creatures within 60 feet. This damages is reduced by half with a successful Dexterity saving throw.

 

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Stumbling, Bumbling…


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

Many of the rooms have frescoes of clowns and jesters on the walls and ceilings.

While in these rooms, the characters proficiency bonus (5e) or main skill bonus (PF) is reduced by 1.

 

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Mesmerizing Walls


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

Many of the rooms have walls made of faceted crystals.

Whenever a light source hits the wall, 6d10 HP of creatures within 15′ of the wall, starting with the lowest HP total, are blinded for 1 round.

 

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Hoarder Dungeon


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

This dungeon is messy. There are stacks of papers and other refuse everywhere.

Any Dexterity based check in this dungeon, due to the clutter, is at disadvantage.

 

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Walls of Force


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

Every doorway in this complex curiously has no door.

Every empty door way has a randomly shaped wall of force in it. Some are just 1 foot high, while others are irregularly shaped like a tetris piece. In any case, they can cause characters to trip or have equipment torn away while squeezing through.

 

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Awe-Struck


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

The entry hall is filled with display cases of weapons. They are all ornamental and not useful or worth much, but they are impressive nevertheless.

Each time a foe attacks a target, the target must make a DC 18 Will Save, or the for will get a +2 sacred bonus to damage rolls. Additionally, on a critical hit, the target will be shaken for 1 round unless a DC 18 WIll Save is made.

Weapon of Awe

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Faces


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

Every room has a marble face on the wall. Most are fountains that pour water out through the mouth.

Every time a room with a marble face is entered, the face vomits forth a swarm of spiders that attack the party.

Vomit Swarm

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More Potion Potion


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

Alchemy equipment is everywhere, and the very air smells like an alchemical explosion. Anytime a potion is consumed, it instead turns into a random potion of 3rd level or lower.

Universal Formula

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