Posts Tagged With: Generic

Judgmental Dungeon


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

Anytime a skill check to overcome an obstacle (puzzle, hazard, trap, locked door, etc) is failed, the target is engulfed in flames that deal 1d6 damage every round for 10 rounds. A successful Will Save will cause this to only last one round. Or, if if the target tries again to defeat the obstacle and succeeds, the flames also stop.

Fire of Judgement

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An Expendsive Dungeon


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

The complex is very ornate. It looks like Louis XIV lived here.

Each time the targets have an encounter, each target uses up 1 of their supernatural of spell-like abilities that have a limited number of uses per day. The ability has no effect and is just used up. Magic items are not affected.

Expend

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Acid Chests


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

There are several ornate treasure chests in this dungeon, and all of them are bedecked with elemental symbols.

Anyone looting the chests must make a Will save, or their hands become infused with elemental acid energy for several rounds. While your touch can cause 1 point of ongoing acid damage each round to an opponent and 1d6 acid damage, anything that you touch, including your gear, will take the same acid damage.

Elemental Touch

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Divine Vessel


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

Several clay vessels line the shelves.

If any of the vessels are disturbed, they all fall and break on the ground. Each vessel corresponds to a creature in the area, which, upon encountering, transforms into a chaotic being, twice its normal size. The creatures gain a +8 size bonus to Strength, +6 size bonus to Constitution, a +3 natural armor bonus, darkvision 60ft, SR 30, DR 10/chaotic, resist cold, electricity and fire 10, +4 on save vs. poisoin, low-light vision, and a fly speed of 60 ft. (good). The creature also gains an additional 2 slam attacks of 1d6.

Divine Vessel

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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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