exTRAPaganza

Stained Glass Windows


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

Several stained glass windows are in this hall. They reflect and refract light in strange ways, such that the source of any light is hit by a blinding ray every round, doing 4d6 damage.

Scorching Ray

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Up and Down


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

The entire area has a reverse gravity effect. Anytime a target does not have a body part touching the floor, gravity reverses, causing them to fall to the ceiling and take damage. Gravity remains this way until they remove all contact with the ceiling, and they fall back to the floor.

Reverse Gravity

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Wood Have, Could Have


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

The entire area is affected by a field that repels wood. Any wooden missile weapons fired and repulsed and sent back at the owner, with the original attack bonus and damage.

Repel Wood

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See/Hear no Evil


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

The entire dungeon is full of visual and auditory cues that cause damage, both physically and mentally. Only by becoming blind and/or deaf can the targets circumvent the damage. However, at several intervals, and at inopportune times, any target that can’t see or hear is able to magically see and hear everything.

Remove Blindness/Deafness

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Cold Doors


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

Every doorway is trapped with frost rays. Anyone that goes through a door is hit with a ray of frost (+8 ranged touch attack) for 1d3 cold damage.

Ray of Frost

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Smoke and Mirrors


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

Every time a fire source is encountered, (including ones created by the party) whenever the party gets near, it is extinguished. For fire sources greater than 20ft and less than 120ft, it creates fireworks which blind the party for 1d4 rounds unless a DC 13 Will save is made. For fires 20 feet and less, a 20′ cube becomes thick with smoke for 1d4+1 rounds, causing all sight, even darkvision to be ineffective in or through the smoke cloud. Also, those in the smoke must make a DC 13 Fortitude Save or take -4 penalties to Strength and Dexterity. This effect lasts for 1d4+1 rounds after exiting the smoke cloud.

Pyrotechnics

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Low Energy Dungeon


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

Every creature and item can absorb up to 60 points of energy damage (from each source – acid, cold, electricity, fire, and sonic) before taking any energy damage.

Protection from Energy

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Disco


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

As you approach the lower levels of the dungeon, the thumping sound of techno can be heard. Several of the rooms down here are filled with apparitions of party goers dancing in a mist filled room with a disco ball. The disco ball acts as the source for a prismatic spray (min CL 13) which resets after every song. (2d4 + 2 minutes)

Prismatic Spray

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Whoa, Wrong Weapon


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

Any time a weapon is used on an object (or even creature) that weapon is polymorphed into a weapon of the same material and similar size, but is one that the target preferably has no proficiency in using. Magic items get a Fortitude Save. This change is permanent.

Polymorph Any Object

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Is That A Hole on the Circle?


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

A great treasure sits in the middle of an arcane circle. The circle appears to be a ward of some kind, but all tests will prove it harmless. If the treasure is moved, an extra-planar creature is summoned who will be quite annoyed. Also, the process of getting to the center of the circle will have disturbed it to the point that it can no longer contain the creature. If, somehow, they manage to get in w/o disturbing the circle, the circle will now not let out any of the inhabitants.

Planar Ally

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