Posts Tagged With: exTRAPaganza

Shifting Tiles


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

Something like this came up in our campaign the other day, so I thought of this.

At least once per round, every character who is adjacent to an enemy has their tile shift enough to draw an attack of opportunity. Of course, they could hop off the tile with a ridiculously high acrobatics check to avoid provoking. If there’s a long line of enemies, they should move in front of all of them.

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Magnetic Ceiling


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

This came up last night.

The characters walk into a large room with a metal ceiling. At some point, the ceiling becomes heavily magnetized, causing metal objects to fly up to it. There is a switch on the far wall to deactivate the ceiling. However, the ceiling is held into place by magnetism, so when it is demagnetized, it falls, crushing the party.

Interaction

 PFRPG:

Room

 

Magnetic Field on items

Hard Strength or lose any hand held metal items to the ceiling. Same check to retrieve item.

Magnetic Field on armor

High CMB vs. CMD, or be stuck to the ceiling. It takes a Very Hard Strength or Escape Artist check to remove armor. Treat armor as an item above once it is removed.

Falling Ceiling

Very Hard Reflex Save to escape room. Otherwise, very high CMB vs. CMD or take 2*APL crushing damage.

Escaping

Characters, with a Hard CMB vs. CMD can move 5 feet per round, and an additional 5 feet for every 5 they beat the CMD by. Take APL crushing damage per round.

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Endless Room


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

I was thinking of some of the various stuff that came up at Kubla. Here’s one that popped into my head.

The characters open a door and see a room obviously full of traps – spinning blades, fire, acid, etc, and an exit door on the far side where another corridor can be seen. Put in what you want, or use any of the approved Trap-a-Day(TM) traps seen elsewhere on this site.

The inside of each door teleports the character to the other door, facing inwards, back into the traps. This makes it impossible to leave the room by normal means, they will have to use some kind of magic or device to escape the room, and will have to quite possibly face all the room traps again.

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What You Fail to Realize is That I’m Dragging Mines


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

I watched GalaxyQuest again the other day…

The characters walk into a set of hallways that twist and turn. At some point, they trigger a floating mine that follows them. The mine should act like a fireball if it touches a character. It will start out at least 15 feet behind the character, and will close quickly but should always be 5 feet away, no matter how fast the characters move away. If they stop it will enter their space and detonate.

When fleeing the mine, they will trigger more, until at some point they have a whole host of mines following them as they run away and turn the last corner, where they meet a dead end. (figuratively and literally)

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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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