Posts Tagged With: Generic

Packaged Portable Holes


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

I still like to work off the whole portable hole <-> bag of holding thing.

The PC’s find several cloths that look like portable holes, and detect like them, but don’t seem to work. In fact, they are covered with a substance that negates their effect. However, if exposed to extra-dimensional space, such as that found in a bag of holding, the coating evaporates, and they explode.

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Collapsing Floor Fake Door Trap


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

Dragon’s Lair inspired this.

The PC’s enter a large room with a vast floor. On the other side of the room is a door. When the PC’s get about 10 feet into the room, the floor starts to collapse beneath and behind them. They can still jump to the safety of the door they just came in, or go forward. (or fall several hundred feet, into lava, covered with poisoned basalt spikes that also are barbed) The floor collapses at a rate just slower than the characters can move. When they reach the other side, just ahead of the collapsing floor, they find that the door is a fake. Everyone falls for that one.

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Portable Hole Bag of Holding Gloves


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

A new take on the whole portable hole bag of holding thing…

A pair of gloves is found that radiate some kind of strong beneficial magic, They have velvety black cuffs. The cuffs are actually a portable hole, and the gloves are small bags of holding. If the gloves are put on, the portable hole is pushed inside the bag of holding, and hilarity ensues.

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Checkerboard Room


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

I play lots of games. I’ve even played the old ones. Plus, I’ve watched Harry Potter.

The PC’s come across a room that has a checkerboard floor. If the take illegal checker moves across the floor, of course they should be rewarded with nasty traps. You can probably find a few here. However, once they make it across the floor, to the last row, they are given their ultimate reward. A huge colored stone disk slams down on top of them, crushing them flat.

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The Real Illusion Room


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

This is a pigment of my imagination…

The PC’s run into a room that is chalk full of hazards and traps. However, once they start searching/encountering them, they all turn out to be illusions. However, once they exit the room, any effects caused by the illusionary traps and hazards all take effect at once. For realz.

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Midas Potions


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

Let’s see how this goes over…

The chests in this room are full of potions of all kinds. However, each of these potions, when imbibed, turns to molten gold. It will eventuall harden and be worth 100 gp, but in the meantime…

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Black Powder Beach


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

This may blow up in my face…

The PC’s enter a beach area. However, it is not covered with sand. Instead, the entire area is covered in black powder, which of course will explode if exposed to flame.

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Reading Rainbow


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

If they can read all kinds of stuff in Reading Rainbow, than they can do that here, too…

The PC’s enter a meadow where a huge, colorful rainbow is present. When they get near it, it reads everything the PCs have on them. This includes casting spells directly from scrolls and spellbooks. You could give these items a save, if you are so inclined.

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Diamond Dome


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

Two weeks in the books with this posting.

The players enter a large underground room with a domed ceiling. Hundreds of diamonds stud the ceiling. However, these diamonds are structural, remove too many, and the entire ceiling, along with the 50ft of earth above it come crashing down, burying them forever.

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Treadmill Dungeon


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

I asked a friend for a trap idea I could run with, and I immediately came up with this.

Once it is time to leave the dungeon (being forced to leave because of imminent death is the preferred method here) the floors all turn into treadmills. No matter how fast or slow someone walks, they stay in place. The only way out it to travel on the walls, fly, or some other method. If you are mean, make the walls and ceilings treadmills as well, and have the dungeon exit be in a random location, with perhaps some dimensional anchor type spells on the dungeon, but only if you are mean.

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