exTRAPaganza

Disco Ball


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

It’s kind of like Saturday Night Fever, only deadlier, or less deadly…

The room has a large crystal sphere hanging from the ceiling. When the characters cross about halfway, the lights should dim, the sphere begins to rotate, and light beams shine on it from various angles. The lights reflect all over the room in different colors.

Interaction

 PFRPG:

Room

 

Avoiding a light ray

Hard Acrobatics Save or get hit by the ray(s) below after rolling a d6 and become dazzled for 1 round.

Red Ray (1,2,6)

APL * d6 bleed damage. 

Green Ray (3,4,5)

2 Consecutive Very Hard Fortitude Saves (1 per round) or take d6 Con damage per round.

Blue Ray (4,5,6)

APL * d6 cold damage. 

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Trail of Fire


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

I was thinking of all those cartoons where there is a fuse or trail of gunpowder. Why not magical?

The players walk into a large room. Along the walls are barrels, crates, etc. When they enter, several flames ignite, and begin to move, fuse-style, towards several of the items above. The fire cannot be put out, short of something like a limited wish or complete destruction of the room, and they each take 2 rounds to reach their destination. They can be diverted, however. A character can spend an action and divert the flame with an DC 10+APL Engineering or Dungeoneering check. It will be randomly diverted to a new target.

Interaction

 PFRPG:

Destination

 

Barrels

Gunpowder explodes. Hard Reflex Save or take APL * d6 damage, Hard Fortitude Save or be dazed for one round and deafened for APL rounds. 

Crates

Tobacco ignites. Hard Fortitude Save or become nauseated for d10 + APL rounds and confused for APL rounds.

Flasks

The flasks ignite. Hard Fortitude Save or become sickened while in room. If water if thrown on the flasks to douse, they explode, dealing APL * d6 acid damage to all within 30′. 

Oil Slick

The entire floor ignites, dealing 1d6 fire damage per round for APL rounds.

Weak Floor

The floor collapses. Hard Reflex Save or fall APL * 10 feet.

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May Flowers


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

Since I did April Showers… May Flowers has to come.

The entire floor of the cavern is filled with tangled floral growth. Treat as difficult terrain with the following features:

Interaction

 PFRPG:

Tower

 

Thorns

Character must make Hard Acrobatics check for each move action or take APL bleed damage.

Stems

For each move action, character must make a CMB attack vs. High CMD or become entangled for 1 round.

Flowers

For each move action, character must make a Hard Fortitude save or take 1 Con damage. Also, any bleed effects on the character continue until the character is fully healed of the bleed effect. I.e if the character has 6 bleed damage, 6 hp must be healed.

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Incorporeal Traps


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

I got my Pathfinder Condition Cards today. One of the first cards I flipped over was “incorporeal”…

This isn’t a specific trap. Rather, the dungeon/cave/castle/whatever that your players are exploring is trapped with several incorporeal traps. Feel free to use any of the traps on this site.

All the traps have full effect on the players. However, when disarming the traps, there is a 50% chance that their attempts just “pass through” the trap. The players may then think it is an illusion or something else. Let them, and let the trap go off.

 

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Tetris


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

We were discussing Tetris the other day whilst playing Space Cadets.

The character falls into a tall and narrow, but wide pit; like a deep slot. The pit has a feather fall effect, so the character takes no damage. However, as soon as he is in the pit, the top seals shut. When he reaches the bottom, irregularly shaped bricks start to float down from above. These blocks are as wide as the slot, and are sometimes more than one block high. The character must place these quickly with a 2*APL Knowledge (engineering) check or a 2*APL + 5 Intelligence check.

They must reach 25 successful checks before 25 failures. When 25 successful checks are reached, the resulting wall of blocks is tall enough to get out of the pit, and the top opens. If 25 failures are met, the resulting wall reaches the top of the pit, but the top doesn’t open, crushing the character.

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Vanishing Tower


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

I thought I wanted something with stairs, or maybe something with walls… Why not take a little of everything.

The characters enter a tall brick tower. A set of floating stairs (i.e each stair set into the wall, no handrail) spirals up the inside of the tower to each floor. A long, wooden post seems to support each floor and runs up the exact middle of the tower. A ladder, offset on each floor to take the stairs into account also goes to each floor. Each floor seems to be separated by 40′. Lamps have been set in various places on the wall and are lit.

Whatever method the characters use to climb the tower; stairs, ladder, wall or post, there is a 25% chance that when they get about halfway that it will disappear, with the consequences below. Check for every floor, and make the tower as high as you need to make sure everything happens.

Interaction

 PFRPG:

Tower

 

Stairs/Ladder

Hard Reflex Save to grab wall and avoid fall. 2d10 damage otherwise. If wall is grabbed, resolve wall case below with a 25% chance of it happening.

Post

2d10 damage from fall. Additionally, all the floors above collapse, and each character on that floor or above takes d10 * number of floors damage and is pinned with a Very Hard Strength or Escape Artist check to escape. For fun, the lamps knocked off the walls cause the floors to catch on fire. Each pinned character also takes 1d6 fire damage per round unless the fire is extinguished, which takes a standard action per 5′ square. The ladders and stairs are destroyed as well.

Wall

The bricks you are holding onto vanish. Very Hard Reflex Save or fall (d10 per 10′). There is also a cumulative 20% chance that this will cause the tower to collapse, doing APL*2*d10 to everyone in the tower and pinning them. It takes a Very Hard Escape Artist or Strength check to escape. Should the tower be on fire, collapsing it puts out the fire.

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Stairs, Walls, Floors, this one’s got it all


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

This is just a little bit of everything.

A wide staircase leads down to a small room with brick walls lit by torches and a portcullis. When someone gets about halfway down the stairs, they collapse, sending the character and lower half of the staircase tumbling down into a brick wall. The brick wall collapses, falling on the character and collapsing the floor. The natural cavern under the floor is filled with gas, and will ignite after a round, causing an explosion, collapsing the rest of the stairs into the cavern and causing the portcullis to fall onto the original person in the cavern.

Interaction

 PFRPG:

Trap

 

Collapsing Stair

Very Hard Reflex Save or fall down stairs into brick wall, taking APL * d6 damage.

Brick Wall

High bonus attack vs. AC or take APL * d6 crushing damage.

Collapsing Floor

Character takes APL/2 * d6 falling damage.

Explosion

Very Hard Reflex Save or all characters in cavern or on stairs take APL * d6 fire damage (save for half).

Collapsing Staircase

Characters on stairs must make a Very Hard Reflex Save or fall into lower cavern, taking APL/2 * d6 falling damage.

Portcullis

If the brick wall fell on a character, that character gets attacked with a High bonus melee attack for APL * 2d6 piercing damage and is pinned. Hard DC Escape Artist or Strength check required to escape.

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Magic Mouths and Spittoons


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

A spittoon came up on TV…

The characters enter a long hallway. Every 10 feet there is a magic mouth on one wall, and a brass spittoon across from it on the other side of the hall. When someone passes the magic mouth, it spits into the spittoon, with one of the following random effects.

Interaction

 PFRPG:

Random Spittoon Effect

 

Toxic Fumes

Very Hard Fortitude Save for everyone within 30′ for APL * d6 points of damage plus characters are sickened until no longer within 30′ of spittoon.

Flame

Very Hard Reflex Save for 2d6 * APL damage or half damage if the save is successful.

Acid

Very Hard Reflex Save or character takes APL * d6 damage each round for APL rounds.

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20 Questions


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

I’m watching Big Bang Theory and they are playing 20 questions.

The characters come across a magic mouth who wants the characters to play 20 questions. The answer is a golem of a type that is just overpowered enough to seriously injure or kill the party. If the characters don’t guess, the magic mouth cackles and the golem is summoned. If they do guess, the magic mouth congratulates the party, and summons the golem.

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Panini Room


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

I’m hungry, and what makes an otherwise ordinary sandwich awesome? A Panini Grill!

A small room that appears to be an elevator of some type is at the end of the hall. The ceiling and floor have long, parallel ridges on them. There are two buttons inside, an arrow pointing up, and an arrow pointing down. If the down arrow is pushed, the ceiling immediately crashes to the floor and both the ceiling and floor heat up. If the up arrow is pushed, the ceiling raises and the heat stops, or, if the ceiling is already up, nothing happens.

Interaction

 PFRPG:

Ceiling

 

Falling

Very Hard Reflex Save or take APL * d6 crushing damage and become pinned. Hard Escape Artist or CMD to escape.

Crushing

Each round pinned, characters takes APL * d6 damage.

Heating

Character takes APL fire damage each round pinned. On round one, then 2APL the next round, then 3APL all the way to 6APL. After that, the heat goes down by APL per round.

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