Posts Tagged With: Grimtooth

No Retreat


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

When targets move in this area, a small wall of force (5′ wide) moves behind them, physically stopping them from directly retreating into the space behind them.

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Pendulum Bridge


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

A suspension bridge hangs over the deep chasm. When somebody hits the halfway mark, a large, spiked pendulum, weighing several tons and spanning the width of the bridge, swings down along the length of the bridge, shortening as it travels so it is always 1 inch above the bridge surface.

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Sharp


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

Something in this area distorts sound, making everything sharp. Bard effects have the negative effect, and if not applicable, are negated. The bard may try again with a +10 to the DC of the perform check to counteract. Spells with a verbal component require a concentration check, and sonic spells deal double damage.

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Pre-Existing Condition


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

If any damage is taken before magical healing is applied, that damage is not healed magically, and must be healed by rest and Heal checks.

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Potion Air


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

There is something in the air in here which reacts with potions. Generally speaking, potions that are used in this area have the opposite effect (if applicable) or just don’t work.

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Springy Floor


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

The floor is very springy. Any movement faster than normal speed cause the target to bounce. This can cause the target to lose balance, hit the ceiling, or mis-judge jumps or other Acrobatic feats. For fun, make sure this is at the bottom of a pit, too.

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Gunpowder Chasm


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

It is very dark in this cave. A narrow bridge crosses a very deep chasm. The chasm is filled with gunpowder. Any fire source dropped into the pit blows off the top of the mountain that it is under.

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Oily


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

Every surface in here is covered in a thin layer of very viscous oil. Every action requires an Acrobatics or Dexterity check, or has a penalty. Failing the check causes the target to fall prone. Somatic spellcasting requires a check and a concentration check as well.

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Light Lens


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

There’s a magic field in here that bends lightwaves. All sight-based skills, checks, attack rolls, etc are at a -2 to -10 penalty, depending on distance.

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Echo Chamber


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

Normal sounds in here are amplified. Footsteps become loud thuds. Metal on metal (such as a sword striking armor) become very loud. These types of noise now cause sonic damage and can even stun those in the room.

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