Posts Tagged With: Generic

Ballista Bridge


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

A long, narrow bridge stretches out and upward across the deep canyon. It almost reaches the other side, close enough to jump. However, this is actually a giant arrow loaded into a giant ballista. When someone gets about 3/4 of the way across, it fires, flying about a mile before landing. Oh, the people on top, they go for the ride, or they fall off. Either way…

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Blade Slide


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

The party comes across a huge, inverted dome shaped depression. Way down at the bottom appears to be gold. The only obvious way down is to gently slide down the sides. About 1/4 of the way down, small, sharp blades rise from the dome which are nearly invisible. They slowly grow in size to the bottom. With almost no way to stop the sliding, these will be nasty.

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Anesthesia


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

The air here is filled with an anesthetic gas. Every round a DC 15 Fortitude save must be made with the following effects.

1st failed save – Dexterity checks are at -2

2nd failed save – HP loss is no longer counted in concentration or other checks

3rd failed save – character acts as if under the confusion spell

4th failed save – Character becomes unconscious

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Brittle


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

A cloud of spores erupts as you walk into the cave. The spores cause all non-magical metal (magical metal gets a Fortitude save) to instantly become brittle. The next time the metal object is used or force is applied to it, it breaks.

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Planar Traps


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

Several silver bear traps have been placed in the room. Each one does 1d6 damage to the target. However, at some point, everyone in the room that isn’t trapped is gated to another dimension.

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Traumatic Memory


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

As the party enters the great hall, each member is greeted by a long-lost traumatic memory which causes them to gain an affliction, unless a successful Will Save is made.

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Wires


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

The area is full of precipices that the characters can jump to and from. However, the entire area has been strung with nearly invisible, razor sharp, thin filaments that can remove a limb of a head.

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Leaky Door


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

Water drips through the edges of the door. The water is from a cooling system on the other side. The other side is full of molten gold. If the door is opened, the molten gold pours out and quickly fills the room.

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Spring Loaded Chest


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

There is a closed and locked chest in the middle of the room, and it is pretty big. Under the single piece stone floor is a huge spring, which is locked into place by the chest. If the chest is opened, the spring unlocks, slamming the floor into the ceiling.

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Magnetic Personalities


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

The PC with the highest Charisma bonus becomes magnetic. Metal objects fired at the target gain an additional bonus to hit equal to the target’s charisma bonus. Metal objects on the target can only be removed with a strength check with a DC equal to the target’s charisma score. This effect lasts until a remove curse or similar spell is cast.

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