Posts Tagged With: 4e

Awe-Struck


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.

Weapon of Awe

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Faces


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

Every room has a marble face on the wall. Most are fountains that pour water out through the mouth.

Every time a room with a marble face is entered, the face vomits forth a swarm of spiders that attack the party.

Vomit Swarm

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More Potion Potion


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

Alchemy equipment is everywhere, and the very air smells like an alchemical explosion. Anytime a potion is consumed, it instead turns into a random potion of 3rd level or lower.

Universal Formula

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Potion Potion


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

Alchemy equipment is everywhere, and the very air smells like an alchemical explosion. Anytime a potion is consumed, it instead turns into a random poison the affects the target. Type poison, injury; Save Fortitude DC 14; Frequency 1/round for 6 rounds; Effect 1d4 Con damage; Cure 2 consecutive saves

Transmute Potion to Poison

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Three for Me


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

The entire place is filled with portraits, all depicting the same family at various points in their lives. Whenever the party enters a situation where rolls or checks are required, the will turn into either a you adult, adult, or an elderly adult. As the young adult, you gain a +2 enhancement bonus to Dexterity and Constitution, but suffer a -2 penalty to Wisdom. In the adult aspect, you gain a +2 enhancement bonus to Wisdom and Intelligence, but take a -2 penalty to Dexterity. As the elderly aspect, you gain a +4 enhancement bonus to Wisdom and Intelligence, but take a -2 penalty to Strength and Dexterity. The change will change to whatever aspect is least advantageous. For combat, spell casters take on the aspect of a young adult, while melee characters take on the elderly aspect.

Threefold Aspect

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Natural Selection


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

The entrance to this temple is flanked by oversized statues of natural predators.

Once inside, all enemies with natural attacks do damage as if they were 2 sizes larger. This doesn’t change any of the other stats, only damage.

Strong Jaw

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This Place is the Pits


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

Any time a character does not take a move action, a 20′ deep spiked pit opens up underneath them. They must make a Reflex save or fall in and take damage.

Spiked Pit

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Sifting Away


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

Something is a little off in here, visually, but you can’t put your finger on it. Whenever a PC makes a Perception check against a dungeon element, like searching a door, wall, chest, etc, the check is at -5 as the area seems to pull away, creating sort of a tunnel vision at a distance effect. As soon as the PC stops searching, the effect goes away. For listening checks, it acts sort of like a Doppler effect.

Sift

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The Sea Dungeon


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

The entire complex is covered in a sea motif. Doors are blue with wavy doorknobs. Statues and mosaics depicting sea scenes are everywhere. Each room it seems, contains a pool of water.

Whenever an enemy is struck, they are immediately covered in a 30′ high column of churning elemental water. The opponent gains +8 AC due to cover and +4 on Reflex saves against foes that do not have a freedom of movement effect. Magical attacks that don’t work underwater, or that require attack rolls are also affected. Fire spells and supernatural fire effect have their line of effect blocked, unless a CL check of 36 succeeds.  The opponent can make a slam attack for damage appropriate to size. The water also extinguishes fires; againat magical fires, it acts as a dispel magic at CL 16. Any flaming weapon that hits has it’s fire suppressed for 1d4 rounds, unless a DC 27 Fortitude save is made.

Seamantle

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Hidden T&C


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

A very long scroll full of tiny, barely readable legalese has been posted on the door.

The language is an ancient, long-dead language, If somehow read, it binds anyone who enters the door to the terms and conditions. The main condition is that any damage dealt to denizens is to be dealt to the target, and if the target refuses the damage, the target instead takes damage equal to their Constitution score.

Sacrificial Oath

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