Posts Tagged With: Grimtooth

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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Where’d the Treasure Go?


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

When the party leaves the dungeon, all treasure gained is teleported to an underground vault over 500 miles away that is well guarded and warded.

Word of Recall

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Everything is Bad


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

Every encounter is an illusion. Each person sees that most terrifying creature ever and must make a Will Save (min DC 28) or die. Even with a Will Save, they still take 3d6 psychic damage.

Weird

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Thorny Situation


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

Every time the target interacts with a dungeon object, like a door, chest, etc, they are immediately surrounded by a 30′ cube of thorns.

Wall of Thorns

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Eye Fatigue


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

Every time the target asks a question, they must make a DC 25 CL check (use +0 for bonus if the target is not a caster). Whatever answer is given doesn’t matter, they will hear a detailed answer on a success, or not hear an answer at all on a failure. Also, they will be fatigued after, no matter the result, which does not stack. This lasts for as long as it is still amusing.

Vision

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This Place Sucks


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

The entire area is bathed in a sickly purple light.

Every creature in this place is protected by an unholy aura, giving them +4 deflection bonus to AC and a +4 resisteance bonus to saves. Creatures cannot be possessed or magically mentally influenced. Creatures gain SR 25 vs. good spells, and spells from good creatures. And a successful melee attack vs the creatures requires a DC 27 Fortitude Save or the attacker takes 1d6 Strength damage.

Unholy Aura

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Can’t See the Forest for the Trees


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

The forest here is very thick with trees, so much so that the area is difficult terrain. The leaves are a little sharp, too, and can cause bleed damage if targets move quickly. However, if any of the trees are harmed in any way, they all cooperate with the denizens of the forest. All of the enemies in this forest will be able to travel at will by entering one tree, and exiting from another tree anywhere within 3000 ft. The enemies will immediately become aware of this, and will use hit and run tactics on the party in the forest.

Tree Stride

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Manly Man Dungeon


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

Every time the party enters combat, everyone becomes transformed into fighting machines. Each party member gains a +4 enhancement bonux to Strength, Dexterity and Constitution, a +4 natural armor bonus to AC, a +5 competence bonus on Fortitude Saves, and proficiency with all simple and martial weapons. Base attack bonus equals character level. However, the target loses all spellcasting ability, including spell activation or completion magic items.

Transformation

 

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Rock and an Ethereal Place


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

As you get near the end of the long tunnel, a huge rock rolls your way. While the rock is easy to outrun, about 50 feet down, there is a circle that’s nearly impossible to see etched on the floor. When this circle is stepped on, it teleports the target 1 foot in front of the rock, facing it. Unless they make a really hard reflex save, the rock is going to roll right over them.

Teleportation Circle

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Treasure Room


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

The treasure room is on the top of a very tall stone tower. However, opening the door triggers the base of the tower to begin to violently vibrate, causing the tower to collapse in 1d4+1 rounds.

Sympathetic Vibration

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