Posts Tagged With: Generic

Sinkhole


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

I sometimes keep up on the news…

The PC’s are camped outside when suddenly, the ground gives way into a giant, gaping sinkhole, hundreds of feet wide and thousands of feet deep. Hopefully, they were near the edges when this happened…

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Dwarven Artillery


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

I was watching a show taking place during WW I.

The players enter a large, open field. Dwarven artillery begins to shell the field. Each round 2d4+1 shells land in the field, each doing 30′ blast damage. Wait until they are several rounds of movement away from the forest edge.

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Tower of Oil


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

I was watching a show about cooking – deep frying in particular.

The players enter a large, open wooden tower that has a staircase that spirals up on the inside of the tower wall. At the base of the tower is a huge pool of boiling oil. When the players reach the top, there is a large trap door. When it is opened, the large water tank above the tower empties, causing boiling oil to splatter all over the inside of the tower, scorching the PCs and setting the tower on fire.

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Sign or Gate


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

It’s almost the 4th of July, so something needs a John Hancock.

The players enter a large room. On the far side a golden archway leads further into the building. A writing table has been set before the archway, written in an unintelligible script. Beneath the script are what appear to be several signatures. An ink well and a quill are also on the desk.

If the PCs sign the paper, nothing happens when they pass through the door. Any PC that does not sign the paper is gated to the Abyss when they pass through the arch.

 

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Dark Images


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

This was going to be a normal trap, but works better as a Thursday trap.

The area is enchanted with several illusions that hide traps, hazards, monsters and other significant features. However, each PC is presented with a different illusion, and thus sees a different room.

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Don’t Touch My Stuff


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

I was watching a movie where people were being poisoned right and left.

The players enter a study full of valuable items, books, scrolls, etc. Everything in the room is coated in a slow acting poison. 1d4 days after touching the poison, the PC’s must make a Hard Fortitude Save or die. However, near the entrance of the door is a small, golden atomizer filled with a foul smelling liquid. If the PCs mist themselves with this, it cancels the effect of the contact poison.

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One Way Mirrors


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

I saw this.

The players enter a seemingly infinite corridor, lit by evenly space torches. Every 20 feet or so, they run into a mirror. The mirror is insubstantial from this side, and does not reflect the PCs. They can easily pass through it, and will only detect it with a very high Perception check or something like a detect magic spell. However, the entrance always seems only 20 feet away, no matter how far they travel. The hallway goes on forever, and they enter a new mirror every 20 feet. At some point, they will turn back to go the 20 feet to leave. At this point, they will find their progress blocked by what seems to be a sheet of glass. This sheet of glass is the backside of the mirror, and it has transported them to another plane. They will have to planewalk or somehow plane travel through each mirror to get back. Of course, if they’ve gone through more than one mirror, they will have to use some kind of direction or divination spell to determine which plane to travel to.

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Wrong Way Wand


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

I am playing around with making objects nasty.

The players find a wand of whatever, magic missile, fireball, etc. The problem is, whenever it is used, the spell targets the caster as if he were the intended target.

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Time Tube


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

The players are presented with a lock or other obstacle down at the end of a long tube or cylinder in the wall. Things that are placed in the tube must make a hard fortitude save or they age greatly. Limbs wither and become useless until a heal spell is cast. Objects, even magical ones, rust or otherwise crumble away.

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Lenz Tube


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

Yo, Science!

The room has a single exit, which appears to be a metal tube in the floor. Metallic objects dropped through the tube fall slowly, as if affected by a feather fall spell, but no magic radiates. When a PC with metal armor or a metal object enters the tube, it is magnetized, and falls slowly. However, once the bottom is reached, they fall at normal speed. You can have them fall further and take falling damage, or have something like a pool of acid, lava… really, whatever suits you.

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