Posts Tagged With: Grimtooth

Huge Drop of Acid


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

A huge drop of liquid hangs precariously from the ceiling of the cavern. Any vibration, such as somatic spell casting or combat, hitting walls, etc, causes it to fall. It is acid, and when it hits the floor, it sprays acid everywhere.

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Glass Floored Room


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

The room has a glass floor that looks down on a deep, lava filled hole. The room suddenly rises, throwing the PC’s to the ceiling when it stops. The ceiling, of course, is full of spikes. Then it drops suddenly, and stops abruptly, dropping the PC’s back on the floor, which, of course, shatters, dropping the PC’s down the shaft and into the lava.

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Ice Bridge and Avalanche


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

The entire mountainside is coming down on the PC’s as an avalanche is triggered. A bridge, made of ice, spans a chasm to safety. However, if the PC’s run too fast across the bridge, it creates enough vibration to collapse the bridge, so they  need to cross it slowly. Unfortunately, if they cross it at that speed, the avalanche obliterates the bridge and the party…

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Somatic Room


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

This room is very sensitive to movement. Targets making movements in this room (taking actions, moving, casting spells, attacking, etc) cause the room to target them with a random offensive spell.

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Blooming Flowers


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

The flowers here are in heavy bloom. Those in the area must make a Fortitude save or suffer a -2 penalty to Dex and sight based checks.

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Springy Ground


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

The ground here is very much like a trampoline. If anyone moves more than 30′ per round, they begin to bounce, requiring Reflex Saves to stay upright, and if more than one person is moving, it may be enough to propel a PC into the ceiling. Combat is at a -2 to -4 penalty as well.

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Spinning Tower


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

The spiral staircase leads up the tall tower. When the PC’s climb the stairs, about halfway, the tower rotates, and starts to spin faster and faster, forcing everyone to be pinned against the outer walls. It can be stopped by jamming or otherwise disabling the center post on which it is rotating. However, when this is done, the tower abruptly stops, causing it to fly apart, sending bit of tower and PC’s in all directions.

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Magnetic Armory Room


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

This room is a magnificent armory. Swords, pole arms, axes, etc line the walls. Unfortunately, two walls opposite each other are powerful magnets that alternate, causing every weapon to fly through the room (and armored PC’s) at high speed.

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Portrait Guardians


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

The treasure room has several tall, framed, blank canvasses on the wall. Each round, one of the canvasses takes on the likeness of a party member, causing 1d6 points of Charisma loss. This continues until the party leaves.

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Trading Places


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

When one of the PC’s is attempting a task that is especially dangerous and requires a skill, like tight rope walking, disarming a trap, etc, they randomly swap places with another PC.

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