Posts Tagged With: 4e

Warehouse


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

This warehouse is full of strange, exotic and valuable goods. However, it is protected by magic. If any objects are removed, once they reach the edge of the warehouse, they animate, along with 1d100 other small object (or their equivalent) in the warehouse which attack.

Animate Objects

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Altercation


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

Every time the target interacts with another person, they change into a humanoid that the person they are interacting with hates, dislikes or would otherwise act awkwardly around. This interaction, of course, suffers penalties to about any check that matters.

Alter Self

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Contact Poison


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

Every surface in this dungeon is coated with a deadly poison. Targets are fine until they are injured. Then they must make saves or lose 1d6 Con. It should take 1d2+1 consecutive successful saves to cure.

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Covered Lens


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

In the corner of this room is a huge golden frame. A large, velvet cloth holds what it supports. If it is removed, it is a giant lens, which currently has light focused on it from behind. This light blasts the room, doing major fire damage each round until covered. The first thing to burn is the cloth, of course…

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Midas Untouch


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

A large pile of treasure is hidden in the bowels of the castle. If it is touched, it turns out to be fake gold and worthless. However, the person taking it is not cursed. Anything that he touches that is made of a non-magical precious metal turns to a worthless metal. This has to be removed via remove curse or some similar effect.

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Check Your Alignment


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

There is a field in this area that randomly changes the alignment of wielded weapons every hour. For every “alignment step” the weapon is from the wielder’s alignment, he takes a cumulative -2 penalty to all dice rolls on that weapon. Diametrically opposed alignment make the weapon unwieldable.

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Contact Explosives


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

The minerals in the walls of these caverns explode if struck. Missed arrows, spells, or hitting the wall with an object causes a random explosion of between 30 and 60 feet radius, and 6d6-20d6 strength. Targets take half damage with a reflex save, the save DC is higher for higher damage explosions.

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Simple Bad Luck


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

The party encounters a string of bad luck in here. Dropped objects bounce and roll away to inconvenient places. Feet trip on loose tiles. Bow strings break. Practically speaking, rolls of 1-2, or 1-3 or even more are an automatic failure. Additionally, the targets must roll multiple dice (at least 2, more for worse luck) and use the lowest result.

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Treasure in the Well


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

A shallow well is in this cave. There looks to be a pile of coins and gems at the bottom. If the pile is disturbed – it is actually a pile of coins and gems – a large stone column falls from the ceiling directly down the shaft, completely filling the shaft and flattening anything in it.

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Lava Flows


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

The passages in here have lava running down through them, coming from a central place with several vents. These vents can be easily stopped, as the lava slowly oozes from them. However, if all the lava vents are blocked, the pressure builds up. After 1d6+4 rounds, it explodes, creating a 5 foot tall wave of lava that washes through the complex.

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