Author Archives: pfworks

Panini Portcullis (CR 6)



A stone archway is in front of you. It appears that it has a portcullis that is raised.

Type: mechanical; Perception DC 23; Disable Device 21

Trigger location; Reset Repair

Effect

When a PC crosses under the open portcullis, 2 on either side swing down, smashing the PC between them. Panini Portcullis (DC 31 Reflex Save or take 4d6 damage and become pinned, requiring a DC 28 Strength or Escape Artist check to free oneself, or someone who is free can make a DC 25 Disable Device or Engineering check)

Categories: CR6, Pathfinder | Tags: | Leave a comment

Hot Springs (CR 5)



The path winds its way through several bubbling hot springs.

Type: mechanical; Perception DC 22; Disable Device 24

Trigger touch; Reset Auto

Effect

The paths are covered in loose gravel and dirt. Unless a DC 25 Acrobatics check is made for each movement, some of the rocks and dirt roll off the side of the path, splashing into the hot springs and causing boiling water and steam to shoot up. Geysers (DC 22 Reflex Save or take 1d6 fire damage); multiple targets (all targets on path)

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

Needle Trees (CR 6)



Several pine trees grow here in small clusters.

Type: natural; Perception DC 21; Disable Device 26

Trigger touch; Reset Auto

Effect

Several of the needles on the trees are very sharp and poisonous. During each round spent moving through the trees, several needles fall from the trees, sticking the PCs. Needles (+16 melee for 1d2 damage plus DC 13 Fortitude Save or take 1d3 Strength damage); multiple targets (all targets among trees)

Categories: CR6, Pathfinder | Tags: | Leave a comment

Fabricated Manacles (CR 6)



Sacks of gold coins have been placed on the floor near the wall.

Type: magical; Perception DC 30; Disable Device 30

Trigger touch; Reset None

Effect

The coins are actually painted pieces of iron. When they are touched, they form into manacles that shackle the PC to the wall. Shackles (DC 19 Reflex Save or become entangled. DC 19 Escape Artist check or DC 25 Strength check to escape)

Categories: CR6, Pathfinder | Tags: | Leave a comment

Faerie Chest (CR 2)



A single wooden chest is in the back of this store room.

Type: magical; Perception DC 26; Disable Device 26

Trigger touch; Reset None

Effect

When the chest is opened, everyone within 5 ft becomes outlined in a pale glow as per the faerie fire spell for 2 minutes.

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

Trompe-l’œil Wall (CR 2)



A small chasm cuts across the hallway. It continues on the other side.

Type: mechanical; Perception DC 19; Disable Device 16

Trigger location; Reset Repair

Effect

The chasm is 10 feet wide and 30 feet deep. It can be easily jumped with a DC 10 Acrobatics check. However, the far side is a cleverly painted wall. Those that jump strike the far wall and fall. Wall (3d6 falling damage)

Categories: CR2, Pathfinder | Tags: | 1 Comment

Dwarven Artillery


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

I was watching a show taking place during WW I.

The players enter a large, open field. Dwarven artillery begins to shell the field. Each round 2d4+1 shells land in the field, each doing 30′ blast damage. Wait until they are several rounds of movement away from the forest edge.

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

Copper Door Handle (CR 4)



The door handle is made from copper.

Type: mechanical; Perception DC 21; Disable Device 21

Trigger touch; Reset Repair

Effect

When the handle is grasped, a continuous electric charge is applied to the PC which may also cause his muscled to contract, making him unable to let go. Door Handle (DC 18 Reflex Save or take 1d6 electricity damage and become immobilized. Each round, PC may make a DC 18 Fortitude Save to free himself or take an additional 1d6 electricity damage per round. PC can also be freed by another PC by either delivering a bludgeoning attack that deals at least 5 damage or performing a successful attack vs. the PC’s CMD)

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

Thin Cooled Lava (CR 1)



The ground is covered in a layer of cooled lava.

Type: natural; Perception DC 19; Disable Device 19

Trigger touch; Reset None

Effect

Several spots in the cooled lava are thin and weak. Stepping on these spots causes the ground to crack and break, dumping the PC into some not quite so cooled lava. Lava (DC 18 Reflex Save or take 1d6 fire damage per round, DC 12 Strength or Escape Artist to free oneself from lava)

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

Hat Rack (CR 6)



Several hats hang from a wooden hat rack.

Type: magical; Perception DC 30; Disable Device 30

Trigger touch; Reset None

Effect

If any of the hats are touched, the hooks on the rack constrict about the character’s limbs, and then they pull them in opposite directions. Hat Rack (+14 vs. CMD or take 1d6 damage per round, DC 24 Escape Artist or CMD to escape)

Categories: CR6, Pathfinder | Tags: | Leave a comment

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