exTRAPaganza

Springy Ground


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

The ground here is very much like a trampoline. If anyone moves more than 30′ per round, they begin to bounce, requiring Reflex Saves to stay upright, and if more than one person is moving, it may be enough to propel a PC into the ceiling. Combat is at a -2 to -4 penalty as well.

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Spinning Tower


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

The spiral staircase leads up the tall tower. When the PC’s climb the stairs, about halfway, the tower rotates, and starts to spin faster and faster, forcing everyone to be pinned against the outer walls. It can be stopped by jamming or otherwise disabling the center post on which it is rotating. However, when this is done, the tower abruptly stops, causing it to fly apart, sending bit of tower and PC’s in all directions.

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Magnetic Armory Room


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

This room is a magnificent armory. Swords, pole arms, axes, etc line the walls. Unfortunately, two walls opposite each other are powerful magnets that alternate, causing every weapon to fly through the room (and armored PC’s) at high speed.

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Portrait Guardians


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

The treasure room has several tall, framed, blank canvasses on the wall. Each round, one of the canvasses takes on the likeness of a party member, causing 1d6 points of Charisma loss. This continues until the party leaves.

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Trading Places


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

When one of the PC’s is attempting a task that is especially dangerous and requires a skill, like tight rope walking, disarming a trap, etc, they randomly swap places with another PC.

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Philosopher’s Stone


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

This large stone has as depression in it, and claims that, once full, all items in it turn to gold. Once full, everything turns to gold, molten gold. The stone then collapses into the ground, taking all within 30′ with it into a pool of molten gold that happens to be there. After a few days, the ground is mended and the stone reappears.

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One Way Lift


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

A huge pit, accessible via a small opening opens up below you. A steel carriage, operated by a mechanical winch, can be lowered into the pit. Below, in the pit, is a vast lake with a small island directly underneath. Gold glitters below.

The winch works fine and takes the party down without effort. As they descend, the PC’s will notice an odd smell in the air. Open flames will begin to ignite pockets of gas about 1/4 of the way down. By the time they are halfway down, the entire cavern will ignite.

There is lots of gold on the bottom, and also a few skeletons in the gold, but the lake is made of flammable liquid. When it is time to return, the winch will be stubborn, and smart PC’s will deduce that it may very well spark (which it will after 10 feet of travel, igniting the entire cavern). The chain is also greased, making it extremely difficult to climb.

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Rapidly Changing Weather


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

I’m in Scotland right now. This stuff is real.

The weather changes rapidly and often. Unless the PC’s have a variety of gear on them, this can trigger frequent Survival checks.

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Should I Stay or Should I Go Now?


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

The 23rd is a big day here in the UK.

The PC’s pass a ballot box. Several voting slips are outside, labeled “Yay” or “Nay”. Each PC must put in a slip for the door (or whatever) to open. If the vote is “Yay”, the door opens and nothing happens. If it is “Nay”, the door opens, but the PC’s will find that anyone they encounter will treat them differently, and interactions with them will move one step towards hostile. If it is a tie, the door remains closed, and the box empties and the ballots reappear.

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Trampoline Room


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

The floor in this room is springy. A large boulder, set into the ceiling falls into the middle of the floor, projecting the party upwards into the spiked ceiling. Once the party hits the ceiling and falls, they will notice that the floor has collapsed, revealing a pool of lava 100′ below. At least the spike wounds will be cauterized.

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