Posts Tagged With: exTRAPaganza

You Didn’t Need That Anyway


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

Something in the air reacts with gold, causing it to become volatile. It starts to foam, them bubbles and melts, squirting molten gold all around, where it turns into steam, burning everything and then vanishing. Bummer about all those coins.

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Echo Chamber


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

The sound in here echoes strangely, causing delays in hearing. Spellcasting requires a concentration check, and any skills that are sound based are at a -2 penalty.

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Really Full


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

The cavern complex is very large. While in the complex, anyone that eats suddenly becomes very full, requiring a Fortitude Save or they fall asleep for 1d4 hours. If the save succeeds, the target is fatigued for 1d4 hours.

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Magic Time Zone


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

There is a magical effect in this area that causes all magic effects that have a duration of 1 round or more to only last one round.

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Tornado Towers


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

Every tower in this castle has an air vortex in it, which picks up anything under 400 lbs and tosses it around mercilessly, off the walls, stairs, etc.

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Pressure


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

If the door to this room is closed (and I’m sure there will be a good reason to close, lock and bar it), an invisible, odorless gas begins to build up in the room. This builds up quickly, and blows out the walls, which drop the multi-ton stone ceiling on top of the inhabitants. Of course, if anyone has open flame, the gas blows up long before that, with mostly the same effect, plus fire.

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Meteoroids


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

Meteoroids (from some magic source) fall randomly on the cratered plane. If hit, the target must make a massive damage save or die. Those that succeed are at -1 hp.

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Levitated


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

Anyone who enters this dungeon complex automatically levitates about 1 foot off of the ground. While levitating, the targets act as if a feather fall or similar spell has been cast, except they never actually touch the ground. Combat and other physical type rolls are at a -4 penalty, and the target’s CMD is at -10 against attacks that would move the target.

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Don’t take that Ingot


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

Deep in a cave, a large platimum ingot is wedged into the walls of the stone cavern. It takes a lot of strength to remove it, but when it is removed, the cave, supported by the ingot, shifts and the ceiling collapses, dropping the entire mountain down on the party. Of course, if they can get that ingot somehow…

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Double Vision


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

Everything in here is double. This causes a -4 penalty on most skill based checks, and, additionally, during combat, there is a 50% miss chance.

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