Posts Tagged With: exTRAPaganza

Heal You Later


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

A strange mist hovers just above the ground in these caverns.

While in these caverns, the effects of potions and extracts do not happen immediately. Rather, they are delayed until either 1 day passes, another potion or extract is ingested, or the targets leave the caverns. At that point, the effects happen immediately.

Delayed Consumption

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Treasure!


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

Orcs are everywhere in this old keep.

One of the orcs, when he dies, produces a tattooed treasure map on his forearm (DC 15 Perception check to spot). The map is to a secret vault, within a day’s travel. However, this vault is guarded by many orcs, and the mere reading of the map causes the guardians of the vault to be on full alert. Should the PC’s actually cut the map from the orc, the map gives the guardians a +2 morale bonus to all attack rolls when they are within 60′ of the map.

Create Treasure Map

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Smoldering Ruins


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

Bits of smoldering embers are everywhere in this ruined complex.

Whenever a target is damaged by any means, a gout of flame bursts from the injured target to strike a random target within 30′. This requires a ranged touch attack (+15) and deals 4d6 damage. If there is no target within 30′ the flame strikes the original target. This damage does not trigger another flame attack, unless you want it to.

Contagious Flame

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Chameleon Cave


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

The walls of this cave are constantly shifting. All opponents get a +4 bonus to stealth checks and any opponent more than 5ft away has concealment (20% miss chance). All of this is because the walls are adapting to the opponents’ and causing them to blend in. The brave adventurers, alas, get no such benefit.

Chameleon Stride

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Echo Chamber


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

It is as quiet as a library here. For this entire area, sounds are amplified and echoed. Any noise that is made, such roughly opening a door, the sound of steel striking armor, talking louder than soft speech, etc, is amplified and echoes several times. Each time such a noise is made, all targets in the area must make a Will save or be nauseated for 1d4+1 rounds.

Cacophonous Call

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Where are my Arrows


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

Whenever a bow or crossbow is fired, a small, nearly undetectable spirit joins the target. This spirit will fire one of the target’s bolts or arrows each and every round. The firing is silent, and the arrows must make a Fort save to not be destroyed. They are fired in a way that is hard to detect, so it is likely that when the target needs to use an arrow, there are none left. When the target’s arrows are depleted, the spirit goes away, but will come back the next time an arrow is fired.

Bow Spirit

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Slippery When Wet


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

This lair seems to host exclusively lizard-like creatures.

All creatures that enter the lair are transformed (Fort Save negates) in a way that makes their skin slippery and clammy. While this imparts Fast Healing 5, fire resistance 20, and a +2 competence bonus to CMD, it also causes armor and equipment to not fit correctly. Any armor, shields or other held equipment is treated as if it had the broken condition for purposes of effectiveness. The equipment itself is not actually broken. However, if the equipment is broken, it becomes unusable while in the transformed state.

Blessing of the Salamander

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Everything is Not What It Seems


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

As you step into the room, the grand marble floor changes to wood planks, and the two nearest sofas turn into battered chests.

Every room in this dungeon is full of illusions. As the players walk through, the illusions they come near (within 5′) revert to normal. This causes penalties to Perception, Concentration, visual skill checks, attacks, and even saves or other checks that rely on sight.

Banish Seeming

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Arrow of Your Ways


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

Every time an arrow kills a target, an identical attack strikes back at the attacker. This attack has all the same bonuses, magical properties, etc as the original attack, but requires a new roll.

Arrow Eruption

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Potion Expulsion


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

Whenever potions are used, the next round the target spits up the potion back into the container. The potion isn’t used, but no effects happen either. If the container is not available, or the target doesn’t use it, the potion is spilled to the floor and wasted.

Alchemical Allocation

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