Posts Tagged With: exTRAPaganza

Gravity


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

I just spent some time getting my encumbrance down to “light” on my pfs character…

The PC’s go underground, and suddenly, gravity increases. Speed is reduced by half, items weight twice as much, checks that require movement, like jump, climb, etc are increased by 4, and attack rolls and reflex saves have a -4 penalty. Ranged melee increments are also halved.

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Herding Cats


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

They aren’t kids but close enough…

The PC’s come into a maze of tunnels. Not only do they have to navigate the tunnels, they run into strange cats on the way. Using handle animal or some other skill, they need to herd the cats along towards the exit. If they don’t, they begin to emit high pitched screeching sounds that slowly drive the PC’s insane. The screeching goes down if they manage to herd the cats in the correct direction.

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Teleport Room


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

This one is more annoying than deadly. Until it becomes deadly.

Every time a pc takes an action, they are randomly teleported to another spot in the room. This also includes spells, so that targeted fireball? Yeah, random spot in room.

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Wall of Force


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

Sort of goes with yesterday’s ash trap…

The PC’s come across a wall of force blocking their way. The only way around it is to dispel it. However, the floor is also a wall of force, covered in sand or bricks that just happen to cloak the magic effect from detect magic and the like. There is a several hundred foot drop into acid or lava, unless the party has flying spells, then the drop is not far enough to give them time to cast.

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Pressurized Potion Bottle


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

Let’s try this.

A single ceramic potion bottle sits on a table, and can’t be moved. It is a valve on top of a large tank of pressurized acid. If it is opened, hundreds of gallons of caustic acid explode into the room.

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Snow Ceiling


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

I was looking at snow pictures…

The PC’s come into a room that is very cool and has a smooth, white ceiling. If any of the PC’s have an open flame, or any fire or heat spell is cast, the ceiling, which is 100′ of packed snow, collapses on top of the party.

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Minotaur Doors


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

This could be fun…

Every door in the dungeon is trapped with a maze spell, and the maze contains a minotaur.

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Deadly Garden


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

Suggested to me. Hee.

The PC’s come across a beautiful, lush garden, with tempting fruits and blossoms. Moving through it without making contact is difficult. Every plant in the garden either tangles, poisons or damages the PC’s in some way. Some of them even release spores from a distance.

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Wolverine


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

I was looking at the light saber vs. adamantium argument.

The PC’s find a tome that promises great strength and fortitude by enhancing one’s skeleton, infusing adamantium into it. Whoever used the manual gains +6 to Strength and Constitution, but suffers a 3d6 penalty to Dexterity. (can’t go lower than 3)

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Magnetic Room


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

Reading about the LHC…

The PC’s enter a large room, with tubes and pipes along the walls. At some point, all metal in the room becomes magnetized, and the PC’s that have metal armor/weapons find themselves either attracted or repulsed with an extremely strong force – strong enough for metal swords to puncture armor, for instance.

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