Posts Tagged With: Grimtooth

Hamster Wheel


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

The corridor curves down, like the arc of a circle.

When the party reaches the bottom, the corridor, which is in a big circle, detaches and begins to roll down an incline. The pathway that it rolls down has several large spikes, which poke through the floor.

While rolling, each target takes 2d6 bludgeoning damage per round, and 4d4 piercing damage. A hard Dexterity saving throw each round negates the piercing damage.

The wheel rolls for 1d6+4 rounds and hits a wall. When it hits the wall, all targets in the wheel take an additional 6d6 bludgeoning damage, with a hard Dexterity saving throw halving this damage.

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Waterfall


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

Slight rumbling can be heard from above. The occasional pebble falls from the ceiling. A rock is wedged into large opening.

The rock can be dislodged with a hard Strength check. However, the rock is also supporting the ceiling. When moved, the river above crashes through. Anyone within 15′ of the rock takes heavy damage, with a hard Dexterity saving throw halving this damage.

The area quickly fills up with water, and all targets in the area start to drown unless measures are taken

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Rickety Dam


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

A large pool is at the base of the cave. In the back of the cave is a distressed stone wall that has been constructed across a narrow point in the cave. A stone door is in the wall, and it appears sealed.

The pool is filled with a mild acid. Exposed flesh takes 1 point of acid damage per round exposed. There is a narrow path around the side of the pool that leads to the wall and the door.

The wall holds back another pool of a a basic liquid. The wall is also fragile. Any attempts to breach the wall or the door cause the wall to collapse. When the wall collapses, all targets within 15′ of the wall take moderate damage, with an average Dexterity saving throw halving this damage. However, 1 round later the liquid hits the acid pool. When this happens, all creatures in the cavern must make a hard Constitution saving throw or take 1d2 CON damage. This save must be made again at the beginning of each creature’s turn until they leave the area.

Nothing short of draining the pool or creating high winds can remove this effect.

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Fan Shaft


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

A large fan spins slowly on the ceiling. It sits over a spot on the floor that is a slightly different color than the rest of the floor. An average Intelligence (Investigation) check will spot this and note that the area on the floor is the same size as the diameter of the fan.

When the room is crossed, the entire room turns into a funnel, as the floor slopes towards the large round circle in the middle. The circle drops down 20 feet.

Those is the room must make a hard Dexterity save of fall into the shaft, taking 2d6 falling damage.

Immediately, the fan drops down from the ceiling into the shaft. One round later, it reaches the bottom, dealing heavy slashing damage, with a hard Dexterity save halving this damage. There are recessed rungs on one side of the shaft. These can be spotted with an average Wisdom (Perception) check. Any target that succeeds on the damage Dexterity save may climb above the fan and out of the shaft.

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Guillotine Doors


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

All of the doorways in this complex are guillotines, with the blades hidden in the ceiling above the door.

They are activated by a complex magnetic device. When metal travels through the doorway, it causes the blade to fall.

The blade can be avoided with a hard Dexterity save, although if the target is expecting it, this save has advantage. The blade deals heavy slashing and bludgeoning damage.

A hard Dexterity save with thieves’ tools can be employed to disarm the trap. Also, any target carrying less metal than a normal dagger will not activate the trap.

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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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