exTRAPaganza

Minotaur Doors


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

This could be fun…

Every door in the dungeon is trapped with a maze spell, and the maze contains a minotaur.

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Deadly Garden


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

Suggested to me. Hee.

The PC’s come across a beautiful, lush garden, with tempting fruits and blossoms. Moving through it without making contact is difficult. Every plant in the garden either tangles, poisons or damages the PC’s in some way. Some of them even release spores from a distance.

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Wolverine


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

I was looking at the light saber vs. adamantium argument.

The PC’s find a tome that promises great strength and fortitude by enhancing one’s skeleton, infusing adamantium into it. Whoever used the manual gains +6 to Strength and Constitution, but suffers a 3d6 penalty to Dexterity. (can’t go lower than 3)

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Magnetic Room


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

Reading about the LHC…

The PC’s enter a large room, with tubes and pipes along the walls. At some point, all metal in the room becomes magnetized, and the PC’s that have metal armor/weapons find themselves either attracted or repulsed with an extremely strong force – strong enough for metal swords to puncture armor, for instance.

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Poison Dungeon


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

I am mean.

As an added twist, every element of the dungeon is covered (even the air) in some kind of contact poison that activates upon injury. Choose your poison, as they say, and every time a PC is injured, he gets poisoned. The poisons come from discrete sources, so the distribution around the dungeon could be called a Poisson distribution…

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Time Room


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

Where has the day gone?

The PC’s come across a long forgotten temple. While inside, when they hit a nasty encounter, time changes, and each PC and foe is in their own individual time stream. Some act faster, some slower. Of course, this most likely means the foes get 2-3 rounds of action for every PC action, but that can’t be helped…

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Hellcat Office


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

I was offered a suggestion…

The PC’s come across a cluttered office that triggers allergies. At some point in the exploration, all the papers animate, slicing everything in sight in a whirlwind of paper and debris.

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Micro Teleporters


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

This is sort of how my golf game went the few times I tried.

There is a treasure in the middle of the room, with various lethal hazards around it that have to be avoided, like pits, spikes, acid, lava, etc. Also around the room are a whole bunch of micro transporters. These should activate when a PC gets near a hazard and is about to jump, make an acrobatics check or anything like that. It should not teleport them far, a few feet at most. But these things are everywhere and it should really make getting to the treasure a pain.

Oh, the area around the treasure is also dimensionally anchored, so actually teleporting there won’t work.

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Sinkhole


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

I like mazes…

The PC’s come across some kind of maze. It can be underground tunnels, a hedge maze, whatever. The deeper the PC’s go into the maze, the slower their actions become. For example, spells start to take longer to cast, standard actions become full-round, movement becomes standard and slower, etc. Once they locate a way out, and start in that direction, time begins to normalize.

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Shattering Floor


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

My good friend relayed a cooking incident to me…

The PCs come across a large glass floor. The glass floor is extremely hot. Several pipes run down the walls. If the PCs move across the floor, even if the fly, the pipes discharge cool water onto the floor, causing it to explode in a shower of sharp glass. For good measure, there is a lava pit underneath the floor, so the water sends up pillars of scalding steam as well.

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