Here is another installment of exTRAPaganza, our Thursday over-the-top trap series.
The entry hall is filled with display cases of weapons. They are all ornamental and not useful or worth much, but they are impressive nevertheless.
Each time a foe attacks a target, the target must make a DC 18 Will Save, or the for will get a +2 sacred bonus to damage rolls. Additionally, on a critical hit, the target will be shaken for 1 round unless a DC 18 WIll Save is made.