Posts Tagged With: Grimtooth

Copper Mine


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

Steam rises from pools of water in this abandoned copper mine.

The water is thick with copper, and the steam puts it into the air. For every hour spent in the mines, targets must make an average constitution saving throw. On a failure, they gain a level of exhaustion. These levels cannot be removed in any manner until they have left the mine.

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Midas Touch


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

Gold statues are randomly placed thorughout the castle.

Whenever anything of value is picked up in the castle, the target must make an average Constitution saving throw. On a failure, they will turn into a gold statue in 5d10 minutes.

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Spore Doors


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

All of the doors have been infested with a toxic fungus. This has swelled each door, causing them to be difficult to open. It requires an easy Strength check to open. 

However, when a door is forced open in this way, the fungus releases a cloud of spores. All targets within 10′ of the door must make an average Constitution saving throw or take 2d4 poisoned damage and become poisoned for 1 hour.

The door must take at least 6 points of fire damage to kill the fungus before opening.

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Pancake Tower


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

A large round container sits on the top floor of this 5-story tower. The lid must be unscrewed to be removed.

However, a large support runs the length of the tower and is directly below the container. It is attached by a large screw.

When the lid is removed, the tower becomes unstable and collapses. All targets in the tower take heavy bludgeoning damage from falling and having the tower debris land on them.

A hard Dexterity save prevents half of the debris damage.

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Escalator


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

An ornate stairway leads up. An easy Intelligence (Arcana) check or a detect magic detect evocation magic on every step.

Disabling a step requires a dispel magic or an easy Intelligence (Arcana) check.

If it’s not disabled, it fires magic missiles at the target. The first step fires 1 magic missile, the second, two, etc. There are 100 steps.

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Hydraulic Press


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

The ceiling and floor are made of absolutely smooth metal. The doors go floor to ceiling. The top of the doors are sloped and angled.

The floor is calibrated to detect weight. When 200 lbs. of pressure is applied the ceiling starts to lower. It takes 2 full rounds to lower.

While lowering, the doors are stuck and cannot be opened, as they open into the room. The angle and slope of the doors cause them to shut right as the ceiling pushes on them. 

Any creature in the room within 5′ of a door may roll for Initiative. Any target with an Initiative > 20 may escape through the closing doors.

The doors may be destroyed (AC 15, 30 hp) or broken open with a DC 22 Strength check.

Once the ceiling hits the floor, all targets take 100d6 bludgeoning damage, and then the ceiling rises back.

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Sodium Lid


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

A large chest is here. Large. Really large. I mean, really, really large…

The entire floor is covered in 1 foot of water.

The lid of the chest is very heavy. It’s covered in gold foil over sodium. 

A hard Wisdom (Perception) check detects the foil. If detected, an average Intelligence (Investigation) check reveals the sodium underneath.

The lid requires a hard Strength check to remove. If it is to be kept out of the water, this check is at disadvantage.

There is lots of treasure inside the chest. Unfortunately, when the chest lid hits the water is explodes.

All targets in the vicinity take massive fire and massive bludgeoning damage, with a hard Dexterity saving throw halving the fire damage.

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Life-Leeching Coins


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

A huge pile of coins lies underground, unguarded.

If the coins are taken, each target that carries the coins outwards must make a hard Charisma saving throw every morning. On a failure, they take 1 Charisma damage per 100gp of coins, which can only be restored via Greater Restoration. Once Charisma reaches zero, there is no more reduction until points are restored.

Once outside the cave, the coins cannot be dropped, given away or spent. They will return to the target.

The only way to get rid of them is to return them to their rightful owner, which will require some serious divination magic.

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Ley Gems


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

Several large gems are inset into the pillars of this room.

The gems acts as a focus for a series of magical force beams that run around the room. The room is very old, and the pillars no longer support the ceiling. A hard Intelligence (Investigation) check reveals this.

A detect magic also reveals that each gem has an aura of evocation on it.

If a single gem is removed, it causes the structure to weaken, which collapses the roof. All targets inside take massive damage, with a hard Dexterity saving throw halving this damage.

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Dimension Doors


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

The area is covered in invisible little portals, like dimension doors.

The inhabitants of the area know where they are and use them to their advantage. However, when the party is in combat or rounds, these invisible portals appear. Each time a party member takes a move action, there is a 25% chance they step into an invisible portal, ending up in a random location within 100′.

Only spells that allow seeing invisible objects can detect the doors.

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