Posts Tagged With: Grimtooth

Don’t Listen at the Door


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

A sign on the door says “Private”.

The door is enchanted so that anyone who tries to listen at the door is punished. When someone listens at the door, a focused force and sonic wave hits the other side of the door. The target takes heavy sonic and force damage, is stunned for 1d4 rounds and is permanently deafened. With a successful hard Constitution saving throw, the damage is halved, the stun duration is cut to 1 round and the deafness lasts 1d4 hours.

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The Cutting Room


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

This room was used to make pastry and cut it into strips at scale.

The floor is made of marble, but an average Wisdom (Perception) check detects grooves that run the length of the floor from end to end about 6 inches apart the correspond with slits in the far wall.

One round after a party enters the room, the cutters come out of the wall. All targets in the room suffer a high bonus melee attack for heavy slashing damage. If they don’t leave the room out the other way the next round, they suffer another attack as the blades reverse direction.

 

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Heated Press Room


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

The floor and ceiling of this room are made of smooth iron.

When a target reaches the center of the room, the ceiling falls down. All targets in the room may make a Dexterity saving throw, whose difficulty is based on their distance to the exit.

Those that fail take heavy bludgeoning damage and are trapped. Trapped targets can move at 1/4 speed with a successful Strength (Athletics) check with a hard DC.

However, once the ceiling falls, the iron floor and ceiling begin to heat up. Trapped targets take escalating fire damage at the start of their turn each round.

 

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Ledge on Dam


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

This very large dam has a small ledge that runs the length of it.

When a target reaches the middle, the ledge retracts. All targets must make a very hard Dexterity saving throw to not fall. Those that do not fall must make a very hard Strength (Athletics) check each round to move or fall.

When a target falls, they take lethal bludgeoning and slashing damage, as the wall is slightly curved outwards, causing the targets to slide down a rough concrete wall for hundreds of feet.

 

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Lava Pool


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

A catwalk spans a large pool of lava.

Several large tubes lead into the walls at spots around the pool.

In the middle of the catwalk, a door opens into a shaft that leads upwards.

A hard Intelligence (Investigation) check reveals that the catwalk is old, and if contracted or expanded rapidly, could fail.

When the door of the shaft is opened water pours from the tubes onto the lava, creating a giant steam cloud.

All targets on the catwalk take heavy fire damage from the steam, with a hard Dexterity saving throw halving the damage.

One round later, the catwalk collapses from the sudden expansion from the heat. All targets on the catwalk must make a hard Dexterity saving throw of fall into the lava, where they take lethal fire damage. Those that successfully save are either inside the shaft (If within 15′) or are hanging on the catwalk, where they must make an average Strength (Athletics) check to move and climb.

Those hanging from the catwalk cannot reach the shaft normally, only one of the side exits.

 

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In 1000 Years, Even You May Be Worth Something.


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

The ceiling of this temple is made of huge blocks of stone. Whenever a treasure inside the temple is disturbed, a slab falls on the spot occupied by a random character. This character must make a hard Dexterity saving throw or take massive bludgeoning damage.

Additionally, when n+1 slabs fall (where n is the number of party members) the last slab blocks the exit. So unless the party has other ways out, they are trapped forever.

 

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The Root of all Evil


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

The forest floor is covered in the thick roots of the trees. At the center of the forest is an unholy shrine in the middle of a small mausoleum.

If the mausoleum door is opened, the trees are activated with the following effects within 30′ of an exposed root.

The area is difficult terrain.

The area is under the effect of a bane spell with a hard Charisma save.

During combat, the roots will attempt to trip each target once per encounter. The target must make a hard Dexterity saving throw at Initiative 20 or become prone. Prone characters, at initiative 20 the next round must succeed on another hard Dexterity saving throw with disadvantage or become entangled in the roots. While entangled, the target is restrained. It requires either a hard Strength check to escape, or the root can be cut. The roots have AC 15 and 10 hp. If a target begins their turn restrained by the roots, they must make a hard Constitution saving throw or lose 1d3 Constitution.

 

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Rock, Paper, Scissors


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

The floor is made of laquered parchment, supported by wood. The ceiling is made from a large convex stone.

A dais sits in the middle of the room and contains several small golden statues.

When the dais is mounted, the trap is sprung. The convex ceiling falls, revealing itself as a large boulder. Those in the room must make a hard Dexterity saving throw, or take heavy bludgeoning damage. The boulder smashes through the paper floor. Those that have already taken boulder damage do not get a save, but everyone else must make another hard Dexterity save or fall. Beneath the floor is a 60 foot pit, the bottom of which is covered in sharp knives that stick upwards. Those that fall take 6d6 bludgeoning and 8d4+8 piercing damage.

 

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Temple of the Viper


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

At the center of this temple is a courtyard. A massive emerald is surrounded by hundreds of viper statues. If the gem is moved, the vipers briefly animate and strike, all at once.

The target must make a very hard Dexterity saving throw or be struck by the vipes, taking heavy piercing damage. If damage is taken, the target must also make a very hard Constitution saving throw or die within 1d10 + 10 minutes.

The poison can only be removed via a greater restoration, protection from poison or similar.

 

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Glass Room


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

A glass geodesic dome sits in a field. In the center of the dome is a golden rose, covered by a glass lid.

A hard Intelligence (Investigation) check reveals that the panels of the dome are each made of two panes of glass, which a clear substance inbetween the sheets of glass.

Once inside, a regular Intelligence (Investigation) check reveals that the glass dome and rose sits atop a weight-sensitive pedastal. 

Removing the glass and rose require a hard Intelligence (Investigation) check to determine the weight of the glass and rose, and a hard Dexterity check to actually swap it out with the proper weight.

If either of these fail, then when the rose and/or glass is removed, the oil between the panes of glass shifts slightly, causing every pane to become a lens, focusing all the light in the center of the dome. Any target within 10′ of the pedestal takes heavy fire and heavy radiant damage, with a hard Dexterity check halving the fire damage.

The beam lasts for 6 rounds. Any target that starts their turn or spends any of their turn in the light is subject to the above damage.

A detect magic detects an aura of evocation on the dome. Dispelling this negates the radiant damage from the beam, but not the fire damage, as that effect is purely mechanical.

If the sun isn’t out, there is no fire damage. 

 

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