Posts Tagged With: Grimtooth

Gravity, again.


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

We’ve done the reverse gravity, etc. In this room, gravity is out of phase by 30-45 degrees. Walking on the floor requires acrobatics checks, melee is at a penalty, and ranged melee even more so. If you are especially cruel, throw some traps that involve stuff dropping, make some popcorn, sit back, and enjoy.

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Statues with Trench Coats


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

This hallway is lined on each side with statues. Each statue wears a trench coat. As the party passes the statues, the coats open to flash the party. Each “flashing” creates an appropriately leveled offensive spell directed at the party.

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Midas Touch


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

A statue of Midas is in the middle of the hall. His touch does turn to gold. While it only turns metals to gold, and not flesh, it turns all metal to gold – swords, armor, etc, and has an area effect.

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Pillar and Trampoline


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

A large pillar is in the room. It falls over and rains debris everywhere. When it hits the floor, it causes a huge bounce like a trampoline, sending the PC’s into the spiked walls and ceiling of the room. And lava. Sure, there’s lava in here, too.

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Bring Down a Mountain


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

A huge chunk of mithril is stuck in the ground. The mithril plugs a lava vent. If removed, the lava flow is diverted, which, in 1d6 rounds, causes the mountain to shake in an earthquake, collapsing all underground tunnels.

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Ice Cavern


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

The ceiling of the cavern is covered in ice. When the PC’s are all in the cavern, towards the middle, the cavern floods with water, which causes the ice from the ceiling, which is at least 10 feet thick at minimum, to detach and fall on top of the water, trapping the PCs underwater.

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Time


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

Time is altered here. Each round actions either take an increment more or less at random. For example, a standard action is now either a full round, or a move action. Move actions become standard or swift, and so on. Full round actions finish at the start of the next round, or a standard.

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Chimneys


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

All of the entrances into the buildings are trapped with horribly deadly traps that are bound to bring certain death. Except the chimneys. Those won’t automatically kill the PC’s, although some of them have lit fires in their hearths.

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Poison Thumbtacks


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

The floor is littered with thousands of tiny thumbtacks, each sticking up and each with a tiny drop of poison. Individually, these hardly hurt, but after stepping on hundreds?

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Sticky


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

The air in here is close and damp, and seems to permeate everything. An hour later, it dries on you, sticky. Unless removed (1 hour) everything sticks, weapons, walls, whatever. This  makes spellcasting difficult, retrieving items, moving, etc.

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