Author Archives: pfworks

Packaged Portable Holes


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

I still like to work off the whole portable hole <-> bag of holding thing.

The PC’s find several cloths that look like portable holes, and detect like them, but don’t seem to work. In fact, they are covered with a substance that negates their effect. However, if exposed to extra-dimensional space, such as that found in a bag of holding, the coating evaporates, and they explode.

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

Blades of Grass (CR 1)



The base of the hill is grassy.

Type: mechanical; Perception DC 19; Disable Device -

Trigger location; Reset Auto

Effect

A 30’x30′ patch of grass at the base of the hill is made up of very sharp and stiff blades of grass. Anyone moving through it must make a DC 15 Acrobatics check for each move action or take 1d6+1 damage.

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

Buried Treasure (CR 5)



The map says the treasure is buried here.

Type: magical; Perception DC 29; Disable Device 29

Trigger location; Reset none

Effect

Detect magic spells show lots of magic buried underneath the ground here. About 10 feet down is a treasure chest that has been enchanted to seem like it contains magic. When it is opened, however, it is empty. At the same time, all the dirt removed from the hole falls back in. Dirt (DC 21 Reflex Save or become pinned under the dirt, taking 3d6 damage, and begin suffocating. A DC 20 Escape Artist or Strength check is required to move 5 feet each round, taking 2 rounds to leave); multiple targets (all targets in hole)

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

Bag Rug (CR 1)



A large rug takes up most of the room.

Type: mechanical; Perception DC 19; Disable Device 19

Trigger location; Reset Repair

Effect

When someone steps a few feet into the rug, the corners are pulled up, forming a sack shape. It then slams into the ceiling and hangs. Bag Rug (DC 18 Reflex Save or become pinned and take 1d6 damage. It is a DC 25 Escape Artist check to escape, or 2 full rounds if using a knife, dagger, or some other short blade)

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

Potions on a Shelf (CR 4)



Several potions sit atop a high shelf.

Type: mechanical; Perception DC 27; Disable Device 19

Trigger touch; Reset None

Effect

Six potions have been sitting on the shelf for quite some time. When any of them are removed, they briefly stick to the shelving, causing it to tumble, dumping the rest of the potions to the floor, where they shatter. They also happen to be alchemist’s fire. Potions (+5 vs. AC 5 for 5d6 damage, and 5 splash damage in each adjacent square)

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

Acid Rain (CR 3)



The ceiling has several small holes.

Type: mechanical; Perception DC 19; Disable Device 24

Trigger location; Reset Repair

Effect

A few pressure plates around the room spring this trap. When activated, a light acid mist fills the room, coming from the ceiling. Acid Rain (2d6 damage); multiple targets (all targets in room)

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

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.

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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

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