Posts Tagged With: Grimtooth

Extra Dimensional Pocket


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

I am watching Dr. Who.

The players see a small hole in the wall. On the other side is what appears to be the inside of a large building. The hole becomes big enough for them to enter. Once the PCs enter, the pocket begins to collapse. It will fully collapse within several rounds. However, it requires a hard will save to notice this. If the PC’s do not notice, in a few rounds it will collapse entirely and the PC’s will be trapped in a zero dimension pocket universe forever.

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Alarm Plane


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

This week’s theme seems to be alarms and security systems.

The players enter someplace where they are not supposed to be, or at least the owner thinks so. A loud alarm goes off after they enter. However, once inside, the location, normally anchored in 2 planes, temporarily severs its connection to the entry plane, and instead is no only connected to some plane that has lots of nasty denizens who dislike interruptions and loud noise. Your players have just provided both.

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Underwater Breathing


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

This happened in a D&D game years ago.

This should happen when the players are underwater. When this trap is activated, whether it be via a device, proximity, whatever, it causes a 100x100x100 area of water to vanish, centered on the triggering character. The resultant rush of surrounding water into the void should toss the characters about violently. If you want to make the area full of sharp things, so much the better. Better yet, do this at a point where the underwater breathing of one or more PC’s is about to expire, and this device claims to allow breathing underwater.

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Illusionary Building Elements


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

I was looking out over the railing to the sea, and this ran through my mind.

The players enter a large building built into a mountain. There should be stairs, balconies, railings, etc. Really, use any kind of architectural element you can think of. Now, randomly have some of them be illusions. Perhaps a railing on an overlook is an illusion. Maybe a few steps on stairs or a few rungs on a ladder are an illusion. You should also, of course, seed the place with interesting bait. There should be a reason to lean against the railing, perhaps something valuable is just out of reach?

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Rotating Room Dungeon


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

We played Wiz-War last weekend, as I had just picked up the 5 player expansion.

Every time the PC’s enter a room, it rotates so that the exits no longer go to their original locations. This rotation is undetectable by anyone in the room. Those outside the room will require a Perception check. To them, it may just appear as if the furnishings and markings changed.

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Makergolem


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

We have a new makerbot at work…

The players enter a large room. A large black box hangs from the ceiling and starts to move. The box is able to “print” out a random, level appropriate golem every two rounds, which then attacks the party. The only way to stop it is to disable the box, which, of course is protected with an Anti-Life shield. The box should be relatively hard to destroy. It should be very resistant to magic and energy, and have a high DR.

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Tentacle Eyebrows


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

I was “challenged” to make a trap from eyebrows.

The PCs enter a bedroom. On the nightstand are a set of exquisite personal grooming devices, surely worth a fortune. Alas, they are cursed. When the devices are taken, all who touch them are cursed. Their eyebrows grow and each mimics the effects of Black Tentacles, grappling whoever is within 10′. Only a remove curse or similar can remove the condition. If no one is around, the tentacles will grab nearby fixed objects, requiring a hefty strength or escape artist check to escape and be able to move.

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Trompe L’Oeil


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

The PC’s enter a large room. The floors, walls and ceiling are painted with frescoes of varying sizes. Each fresco depicts a different trap. If a fresco is examined closely, it will only appear as a fresco, and will become inert. However, any fresco that is not examined will activate as appropriate for the trap it depicts.

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Time Bands


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

Traps that affect time… timeless classics.

The players enter a long hallway. Every so often, there are 5′ sections of the hallway where time operates differently for the PCs. It can be faster or it can be slower. We here at Trap-a-Day recommend making time go slower here, and having any enemies in the area get to act faster. It’s better that way.

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Re-Puzzle


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

I was thinking about memory magic.

The PCs solve a difficult puzzle, trap or maze and get through it and reach a dead end. The only problem is, the obstacle they defeated resets. They are also hit with a memory erasing spell, so they have to defeat it again.

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