Author Archives: pfworks

That’s Why They Are Round (CR 1)



Several grates make up the floor.

Type: mechanical; Perception DC 19; Disable Device 19

Trigger location; Reset Repair

Effect

Some of the grates aren’t set correctly. When stepped on, they tip, spilling the PC down the shaft, and then the grate teeters on the edge and falls down as well. Grate (DC 18 Reflex save or fall, taking 2d6 damage, then +8 melee for 1d8 damage)

Categories: CR1, Pathfinder | Tags: | Leave a comment

Collapsing Floor Fake Door Trap


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

Dragon’s Lair inspired this.

The PC’s enter a large room with a vast floor. On the other side of the room is a door. When the PC’s get about 10 feet into the room, the floor starts to collapse beneath and behind them. They can still jump to the safety of the door they just came in, or go forward. (or fall several hundred feet, into lava, covered with poisoned basalt spikes that also are barbed) The floor collapses at a rate just slower than the characters can move. When they reach the other side, just ahead of the collapsing floor, they find that the door is a fake. Everyone falls for that one.

Categories: exTRAPaganza | Tags: , , , , | Leave a comment

Dusty Curtains (CR 7)



Thick, dusty curtains hang in the doorway.

Type: mechanical; Perception DC 21; Disable Device 24

Trigger touch; Reset None

Effect

The curtains are actually infested with spores that release insanity mist when moved. Insanity Mist (DC 15 Fortitude Save or take 1d3 Wis damage per round for 6 rounds, 1 save cures); multiple targets (all targets within 30′)

Categories: CR7, Pathfinder | Tags: | Leave a comment

Barbed Wire Coils (CR 8)



The tile of the floor has round shapes in the middle.

Type: mechanical; Perception DC 27; Disable Device 31

Trigger location; Reset Repair

Effect

Several of the tiles are trapped. When stepped on, a spring-like coil of barbed wire shoots upward, slicing and trapping the PC. Barbed Wire (DC 24 Reflex Save or take 3d6 damage plus become entangled with the wire. Escaping requires a DC 30 Break check or DC 25 Escape Artist check. The wire can also be broken, it has hardness 10 and 80hp. PC’s take 1d6 bleed damage per round trapped in the wire)

Categories: CR8, Pathfinder | Tags: | Leave a comment

Arrow Attracting Glove Box (CR 4)



A glove box is inset into the large stone doors. Inside the box are several holes, a lock, and a key. Gloves are inside the box, and can be used or bypassed. The key glistens with an unknown liquid.

Type: magical; Perception DC 28; Disable Device 28

Trigger touch; Reset None

Effect

The liquid on the key is oil. Anyone not using the gloves must make a DC 24 Reflex Save to hang onto the key to open the lock. The holes are filled with arrows, and the gloves attract arrows. If the gloves are put on, all of the arrows fire. Glove Box (10 arrows +8 ranged melee for 1d6 damage each)

Categories: CR4, Pathfinder | Tags: | Leave a comment

Rug Over Hole (CR 3)



A ladder stops down the wall, about 8 feet above the floor. Underneath the ladder is a throw rug.

Type: mechanical; Perception DC 19; Disable Device 16

Trigger touch; Reset Repair

Effect

Underneath the rug, there is a hole in the floor. If the rug is dropped on or stepped on, it falls down the hole. Hole (DC 22 Reflex Save or fall 40 feet, taking 4d6 damage)

Categories: CR3, Pathfinder | Tags: | Leave a comment

Shackle Rung (CR 2)



Iron rungs have been set into the stone wall, creating a ladder.

Type: mechanical; Perception DC 24; Disable Device 19

Trigger touch; Reset Repair

Effect

About 30 feet down, when one of the rungs is stepped on, a shackle attaches to the leg with a 1 foot chain attaching it to the rung. Shackle (DC 22 Reflex Save or become shackled. DC 30 Break, Escape Artist or Disable Device check to escape. Being shackled imparts a an additional -4 penalty on these checks to any PC that has a 0 or less Dex modifier)

Categories: CR2, Pathfinder | Tags: | Leave a comment

Portcullis Gears (CR 10)



Huge gears are at the end of the hall.

Type: mechanical; Perception DC 24; Disable Device 33

Trigger location; Reset Repair

Effect

The huge gears at the end of the hall are for the tower sized portcullis at the entrance to the castle. However, when activated, several more large supporting gears pop out in the hall. Gears (DC 28 Reflex Save or take 10d6 damage and become stuck in a gear, taking 5d6 damage per round. It requires a DC 25 Escape Artist or 28 CMD to escape the gears); multiple targets (all targets in hallway)

Categories: CR10, Pathfinder | Tags: | Leave a comment

Portable Hole Bag of Holding Gloves


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

A new take on the whole portable hole bag of holding thing…

A pair of gloves is found that radiate some kind of strong beneficial magic, They have velvety black cuffs. The cuffs are actually a portable hole, and the gloves are small bags of holding. If the gloves are put on, the portable hole is pushed inside the bag of holding, and hilarity ensues.

Categories: exTRAPaganza | Tags: , , , , | Leave a comment

Spittoon (CR 5)



A spittoon sits in the corner, slightly smoking.

Type: mechanical; Perception DC 22; Disable Device 24

Trigger location; Reset 1/day

Effect

The spittoon sits on a small volcanic vent. Every day, unless it is spit into with special tobacco (located in a drawer with a DC 20 Perception check), it will erupt, spewing lava, smoke and ash into the room. Lava, smoke and ash (DC 22 Reflex Save or take 3d6 fire damage plus DC 19 Fortitude Save or take 1d6 asphyxiation damage); multiple targets (all targets in room)

Categories: CR5, Pathfinder | Tags: | Leave a comment

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