Posts Tagged With: Grimtooth

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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Ice Bucket Challenge


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

I sometimes keep up on social media…

A simple bucket sits on a ledge over the doorway. It is filled with ice water. Anyone who walks under it will cause it to dump on them. However, it is a small gate to the elemental place of ice. Several tons of ice will empty out onto the character before it resets.

 

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Flooding with Two Exits


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

I had to deal with a clogged drain.

The PC’s are in a hallway when a wall of water heads their way. At the end of the hall, there are 2 exits. One leads to a small room with no features or visible exits. The other leads to a room with a drain. Once the last person enters the room, the door shuts and the room begins to flood. If the PCs are in the room with the drain, the room continues to flood, as the drain is clogged. In the other room, there are small drain holes about 2 feet up on the wall. The rooms remain flooded for 1 hour, then the water recedes.

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Treasure Hoard


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

This was inspired by my sick friend getting one of those grabber device thingies to help him pick up stuff so he doesn’t fall over.

The PC’s come across a room with an open ceiling that is filled several feet deep with treasure of all kinds. As soon as somebody picks up some treasure, a giant mechanical claw descends from the ceiling and picks them up, where they are delivered into the hands of a giant demon-child to be used as its toy.

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Pingo


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 beneath them explodes, sending debris, and the PC’s, high into the air, leaving a gaping crater behind that is hundreds of feet deep.

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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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