Posts Tagged With: exTRAPaganza

Rally Spots


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

Several rooms have light spots on the floor. When an opponent contacts one of these light spots, they gain a +2 morale bonus on attacks and saving throws, and 2 temporary hit points for a round. These spots only affect an opponent once, and cannot affect the party.

Rally Point

Categories: exTRAPaganza | Tags: , , , , | Leave a comment

Dark Doors


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

All of the doors, doorways, arches and windows have a dark, hazy mist swirling around them.

Every time a door or window is opened, or a doorway or archway entered, a 5 ft pillar of darkness appears in the space. This deals 9d6 damage to anyone in the pillar, and 2d8+9 points of damage to anyone who touches it. It also creates darkness in a 30′ radius, and reduces the light level by 1 step for the next 30 feet. The pillar lasts for 9 rounds.

Pillar of Life

Categories: exTRAPaganza | Tags: , , , , | Leave a comment

The Oracle


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

Deep in the temple lives the oracle, who will grant answers to questions.

If a target asks a question, the oracle will answer. However, the target will be burdened with the hindrances of a random oracle’s curse and none of the benefits for the next 30 minutes.

 

Oracle’s Burden

Categories: exTRAPaganza | Tags: , , , , | Leave a comment

Why Did I Come in Here?


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

Strange mists and sounds fill the corridors.

Whenever a target enters a room, they forget what happened on the previous round.

Memory Lapse

Categories: exTRAPaganza | Tags: , , , , | Leave a comment

Heavy Handed


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

The entryway is lined with suits of armor.

The complex’s walls are littered with weapons, and artwork depicting weapons.

The weapons of all opponents in this area deal damage as if they were one size larger.

Lead Blades

Categories: exTRAPaganza | Tags: , , , , | Leave a comment

Armor All


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

The entryway is lined with suits of armor.

Any opponent in this dungeon which is unarmored will gain the benefit of chainmail whenever they are struck in melee combat. When they are not being attacked, the armor goes away, removing any penalties that such armor may normally impose. This armor is made of force and cannot be bypassed by incorporeal attacks.

Instant Armor

Categories: exTRAPaganza | Tags: , , , , | Leave a comment

Hungry Dungeon


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

This dungeon is comprised of several shafts that have ladders going from one level to another, and vary in depth. Each shaft can squeeze and crush those within. Randomly, when a target is in a shaft, it will contract and then return to its normal size, causing 4d6 points of bludgeoning damage, with a DC 22 Reflex save halving the damage. When it contracts, the ladder has a 25% chance of breaking, causing the targets to fall as well. The walls are difficult to climb, with a Climb DC of 35.

Hungry Pit

Categories: exTRAPaganza | Tags: , , , , | Leave a comment

Refreshed Enemies


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

Use this anytime the party is chasing enemies overland. Each night, while the party is harassed by patrols and the elements, their enemies spend each night in a peaceful grove with clean water and goodberries for up to 8.

Grove of Respite

Categories: exTRAPaganza | Tags: , , , , | Leave a comment

Banner Day


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

Many of the rooms in this complex have battle banners hanging from the walls. While these banners are hanging, opponents are inspired. Whenever an opponent fails and attack roll or skill check, they are retroactively granted a +2d4 competence bonus. If this is high enough to turn the failure into a success, the roll succeeds.

Gallant Inspiration

Categories: exTRAPaganza | Tags: , , , , | Leave a comment

Fall Through the Cracks


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

The top floor of this tower (reached by a very long spiral staircase) has big cracks in its paving stones. After a target has been in the room for 2 rounds, all targets take on a slick, oily appearance. Characters can squeeze into cracks with their gear with ease. The room bursts into flames, and the concussion pushes them into the floor, where they will take damage unless they let themselves form into the cracks. However, once in the cracks, they discover that they are highly viscous, and they squirt out the other side, and fall 100 feet.

Fluid Form

Categories: exTRAPaganza | Tags: , , , , | Leave a comment

Blog at WordPress.com.