Author Archives: pfworks

Rocket Barrel (CR 5)



Several barrels are stacked in a corner on their sides.

Type: mechanical; Perception DC 22; Disable Device 21

Trigger touch; Reset None

Effect

If any of the barrels are opened, a rocket is set off, propelling the barrel across the room. Once it hits anything, it explodes. Barrel (DC 22 Reflex save to avoid being hit, then it explodes for 4d6 damage, DC 22 Reflex save for half damage); multiple targets (all targets within 30 ft of explosion)

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

Campfire (CR 2)



An old campsite must have been at this site.

Type: magical; Perception DC 26; Disable Device 26

Trigger touch; Reset None

Effect

If a fire is lit in the fire pit, it fans out in a 15′ cone. Fire (1d4, DC 11 Reflex save for half damage); multiple targets (all targets in 15′ cone)

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

Suggestion Box (CR 4)



A hidden box, full of coins is before you.

Type: magical; Perception DC 28; Disable Device 28

Trigger touch; Reset None

Effect

The box is full of coins. If any of them are touched, a suggestion is cast on the target, suggesting that he drop the coin and put his own money in instead, and then leave. Suggestion (DC 13 Will Save)

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

Did You See That?


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

I am watching the Twilight Zone

Pick one PC. Out of the corner of his eye he sees movement and discovers something that looks like a monster that is a few CR higher than the APL. However, no one else can see him. So, no matter who he tells, it’s not there, until, at some point, when they are in a big fight, the monster appears making guerrilla attacks and trying to not be seen by the other PCs. A ranged attacker works best.

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

Delayed Fireball Door (CR 8)



The door opens easily after it is unlocked.

Type: magical; Perception DC 32; Disable Device 32

Trigger touch; Reset None

Effect

After the door is opened, a delayed blast fireball goes off 1d4 rounds later in the doorway. Fireball (13d6 damage, DC 19 Reflex save for half damage); multiple targets (all targets within 30 feet)

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

Boomerang Dagger (CR 1)



As you open the door, a dagger flies out of it!

Type: mechanical; Perception DC 19; Disable Device 19

Trigger location; Reset Repair

Effect

When the door is opened, a dagger flies out of it. If it does not hit, it circles back like a boomerang. Dagger (+8 melee for 1d4+1 damage, if it misses, 1 round later it makes a second attack)

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

Spring Loaded Door (CR 1/2)



A locked iron door is at the end of the hall.

Type: mechanical; Perception DC 19; Disable Device 19

Trigger touch; Reset Repair

Effect

The door is locked and spring loaded. When it is unlocked (Disable Device DC 30) it immediately flies open. Door (DC 18 Reflex save or take 1d6 damage and be knocked prone)

Categories: CR0.5, Pathfinder | Tags: | Leave a comment

Pit in a Pit (CR 3)



A ladder leads down on one side of a 20 foot deep pit.

Type: mechanical; Perception DC 19; Disable Device 21

Trigger touch; Reset None

Effect

About halfway down the ladder, it breaks off from the wall. The floor of the pit breaks, revealing a shaft that goes another 30 feet down, filled with spikes. Pit (DC 18 Reflex Save or fall, taking 4d6 falling damage + 2d6 piercing damage)

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

Cube in the Ceiling (CR 3)



A portcullis is closed in front of you.

Type: mechanical; Perception DC 22; Disable Device 23

Trigger location; Reset none

Effect

Hidden up in the ceiling is a gelatinous cube. When the portcullis is raised, the cube is pushed out through the ceiling, landing in the 10×10 area in front of the portcullis. Falling Cube (DC 17 Reflex save or become engulfed by gelatinous cube); multiple targets (all targets in 10×10 area in front of portcullis)

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

Thin Wall of Fire (CR 3)



A thin wall of flame blocks the path to the door.

Type: mechanical; Perception DC 19; Disable Device 21

Trigger location; Reset Repair

Effect

The flames are near one end of the hallway. There is a 10′ space between it and the far door. A DC 15 Acrobatics check allows a PC to jump through the fire unharmed, else the PC takes 1d6 fire damage. When the door is opened, the pressure change causes the flames to rush into the room. Flames (3d6 fire damage, DC 18 Reflex Save for half damage); multiple targets (all targets between flames and door)

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

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