Posts Tagged With: 4e

Slippery


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

The very air of the dungeon is slick. Targets in the dungeon, whenever they take a standard action, act as if either the objects that they hold have been greased, or the area around them has been greased. (as per spell)

Grease

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Too Glib


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

When lying to pass a bluff check or the like, the target’s words alter reality and become the actual truth. So, trying to get guards to move by saying that there are 100 orcs chasing the party actually causes 100 orcs to be chasing the party, for example.

Glibness

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Broken Gate


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

A gate hangs awkwardly from it’s hinges, under an archway that is the entrance to this dark house and garden. A tarnished bronze plaque says “The Lengs”. Anyone who goes through the gate is instantly transported to the Plane of Leng. From the other side, it appears as if they simply vanished. Unfortunately, the gate is damaged and there is no way back, unless the gate is mechanically repaired on the original side first.

Gate

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Delayed Foresight


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

You receive an intuition about everything that’s going to happen to you in this dungeon. The problem is, the timing and/or target is off. As such, you have a -2 penalty to AC and any Dexterity based skills or checks, have a 20% chance of being surprised by any encounter, and for any decisions that involved two or more choices, you’ll likely choose the wrong course of action.

Foresight

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Freeze Fall


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

A rickety bridge crosses a deep, rocky chasm. When the party crosses the bridge, they are turned to stone, and then the extra weight causes the bridge to collapse, where the statues shatter into hundreds of stone shards in the chasm.

Flesh to Stone

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Fire Locks


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

You hear the sound of many locks closing on the door behind you as you open the chest. The exit door has no less than a dozen locks that must be opened. Each lock, when opened, deals at least 1d4+7 fire damage in a 5 foot radius when opened.

Fire Trap

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Vast Library


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

A pair of locked iron gates, sealed with an arcane symbol prevent entrance to what looks to be a vast library. If the seal on the gates is broken, all within 100′ must make a Will Save, or have their Intelligence and Charisma scores reduced to 1. This damage can only be healed by something like, heal, wish, limited wish, etc.

Feeblemind

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Eye Soar


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

Several small creatures fly around the rafters of this immense grand hall. On closer inspection, each of the creatures is a small, winged eyeball. Each one attacks a random target in the room, either sickening them for 2 hours, panicking them for 1d4 rounds, causing them to be shaken and sickened for 2 hours, or making them comatose for 2 hours. A target may be swarmed by multiple eyes.

Eyebite

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Imperial Entanglements


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

The ancient road, built by the empire long ago winds it’s way lazily through the hills. The area around the road is choked with weeds and brush, but the road itself, despite its age, is relatively clear.

The entire area within 1/4 mile of either side of the road entangles any who wander through it. Each round, targets must make a Reflex save or become entangled. Once entangled, the target must make a Strength or Escape Artist check. The plants also have the following effects on a 1d4

  1. Thorny plants (each round the target is entangled, they take 1 bleed damage)
  2. Sticky plants (+2 to saves and checks vs. entanglements)
  3. blooming plants (targets must make a fortitude save or gain the sickened condition while in the plants)
  4. toxic plants (targets must make a fortitude save if entangled, or gain the fatigued condition. If fatigued, target becomes exhausted)

Entangle

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Eagle Eyes


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

A majestic eagle perches on your shoulder briefly, squawks at you, and leaves. For the next day, anyone you look at, friend or foe, has the DC of Charisma-based spells that they cast raised by 2, as you impart the majesty of the beast on them with a mere glance.

Alter Self

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