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	<title>Mentats of Gaming presents: Trap-a-Day</title>
	<atom:link href="http://trapaday.wordpress.com/feed/" rel="self" type="application/rss+xml" />
	<link>http://trapaday.wordpress.com</link>
	<description>Killing characters one trap at a time!</description>
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		<title>Mentats of Gaming presents: Trap-a-Day</title>
		<link>http://trapaday.wordpress.com</link>
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		<item>
		<title>Gate Teleporter (CR 6)</title>
		<link>http://trapaday.wordpress.com/2013/06/18/gate-teleporter-cr-6/</link>
		<comments>http://trapaday.wordpress.com/2013/06/18/gate-teleporter-cr-6/#comments</comments>
		<pubDate>Tue, 18 Jun 2013 17:00:50 +0000</pubDate>
		<dc:creator>pfworks</dc:creator>
				<category><![CDATA[Stargate SG-1]]></category>

		<guid isPermaLink="false">http://trapaday.wordpress.com/?p=2595</guid>
		<description><![CDATA[You feel an odd sensation after arriving at the other side of the gate. When it passes, the arriving gate is nowhere to be seen. Detect DC 22; Disable 22; Opposed None Effect The party arrives d100 miles away in a random direction from the stargate on the destination planet.<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=trapaday.wordpress.com&#038;blog=23856358&#038;post=2595&#038;subd=trapaday&#038;ref=&#038;feed=1" width="1" height="1" />]]></description>
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<p class="MsoNormal"><em>You feel an odd sensation after arriving at the other side of the gate. When it passes, the arriving gate is nowhere to be seen.</em></p>
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<p class="MsoNormal"><strong>Detect</strong> DC 22; <strong>Disable</strong> 22; <strong>Opposed</strong> None</p>
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<p class="MsoNormal"><strong>Effect</strong></p>
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<p class="MsoNormal">The party arrives d100 miles away in a random direction from the stargate on the destination planet.</p>
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		<title>Electric Ladder (CR 5)</title>
		<link>http://trapaday.wordpress.com/2013/06/17/electric-ladder-cr-5/</link>
		<comments>http://trapaday.wordpress.com/2013/06/17/electric-ladder-cr-5/#comments</comments>
		<pubDate>Mon, 17 Jun 2013 17:00:21 +0000</pubDate>
		<dc:creator>pfworks</dc:creator>
				<category><![CDATA[Pathfinder]]></category>

		<guid isPermaLink="false">http://trapaday.wordpress.com/?p=2589</guid>
		<description><![CDATA[A metal ladder leads down into the sewers. Type: mechanical; Perception DC 24; Disable Device 22 Trigger location; Reset Repair Effect About halfway down the ladder, it will become electrified. Those on it take 3d6 electrical damage per round. In order to let go, or move, characters must make a DC 18 Strength check for each movement action. [&#8230;]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=trapaday.wordpress.com&#038;blog=23856358&#038;post=2589&#038;subd=trapaday&#038;ref=&#038;feed=1" width="1" height="1" />]]></description>
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<p class="MsoNormal"><em>A metal ladder leads down into the sewers.</em></p>
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<p class="MsoNormal"><strong>Type: </strong>mechanical; <strong>Perception</strong> DC 24; <strong>Disable Device</strong> 22</p>
<p class="MsoNormal"><strong>Trigger</strong> location; <strong>Reset</strong> Repair</p>
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<p class="MsoNormal"><strong>Effect</strong></p>
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<p class="MsoNormal">About halfway down the ladder, it will become electrified. Those on it take 3d6 electrical damage per round. In order to let go, or move, characters must make a DC 18 Strength check for each movement action. Characters that let go will fall.</p>
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		<title>Pot of Gold (CR 2)</title>
		<link>http://trapaday.wordpress.com/2013/06/16/pot-of-gold-cr-2/</link>
		<comments>http://trapaday.wordpress.com/2013/06/16/pot-of-gold-cr-2/#comments</comments>
		<pubDate>Sun, 16 Jun 2013 17:00:10 +0000</pubDate>
		<dc:creator>pfworks</dc:creator>
				<category><![CDATA[Pathfinder]]></category>

		<guid isPermaLink="false">http://trapaday.wordpress.com/?p=2586</guid>
		<description><![CDATA[A rainbow leads to a pot of gold. Type: magical; Perception DC 26; Disable Device 26 Trigger proximity; Reset None Effect If anyone touches the gold, it activates a color spray, with a DC 13 Will Save.<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=trapaday.wordpress.com&#038;blog=23856358&#038;post=2586&#038;subd=trapaday&#038;ref=&#038;feed=1" width="1" height="1" />]]></description>
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<p class="MsoNormal"><em>A rainbow leads to a pot of gold.</em></p>
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<p class="MsoNormal"><strong>Type: </strong>magical; <strong>Perception</strong> DC 26; <strong>Disable Device</strong> 26</p>
<p class="MsoNormal"><strong>Trigger</strong> proximity; <strong>Reset</strong> None</p>
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<p class="MsoNormal"><strong>Effect</strong></p>
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<p class="MsoNormal">If anyone touches the gold, it activates a <em>color spray</em>, with a DC 13 Will Save.</p>
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		<title>Carbon Dioxide (CR 3)</title>
		<link>http://trapaday.wordpress.com/2013/06/15/carbon-dioxide-cr-5/</link>
		<comments>http://trapaday.wordpress.com/2013/06/15/carbon-dioxide-cr-5/#comments</comments>
		<pubDate>Sat, 15 Jun 2013 17:00:11 +0000</pubDate>
		<dc:creator>pfworks</dc:creator>
				<category><![CDATA[Pathfinder]]></category>

		<guid isPermaLink="false">http://trapaday.wordpress.com/?p=2584</guid>
		<description><![CDATA[The caverns head down into the earth. Type: mechanical; Perception DC 24; Disable Device 23 Trigger location; Reset Auto Effect The air in the caves slowly is replaced by carbon dioxide. Every round, characters must make a DC 15 fortitude save, or be pushed one more category down. The categories are: Fatigued-&#62;Exhausted-&#62;Unconscious-&#62;Dead.<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=trapaday.wordpress.com&#038;blog=23856358&#038;post=2584&#038;subd=trapaday&#038;ref=&#038;feed=1" width="1" height="1" />]]></description>
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<p class="MsoNormal"><em>The caverns head down into the earth.</em></p>
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<p class="MsoNormal"><strong>Type: </strong>mechanical; <strong>Perception</strong> DC 24; <strong>Disable Device</strong> 23</p>
<p class="MsoNormal"><strong>Trigger</strong> location; <strong>Reset</strong> Auto</p>
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<p class="MsoNormal"><strong>Effect</strong></p>
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<p class="MsoNormal">The air in the caves slowly is replaced by carbon dioxide. Every round, characters must make a DC 15 fortitude save, or be pushed one more category down. The categories are: Fatigued-&gt;Exhausted-&gt;Unconscious-&gt;Dead.</p>
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			<media:title type="html">pfworks</media:title>
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		<title>Alarm (CR 3)</title>
		<link>http://trapaday.wordpress.com/2013/06/14/alarm-cr-3/</link>
		<comments>http://trapaday.wordpress.com/2013/06/14/alarm-cr-3/#comments</comments>
		<pubDate>Fri, 14 Jun 2013 17:00:37 +0000</pubDate>
		<dc:creator>pfworks</dc:creator>
				<category><![CDATA[Pathfinder]]></category>

		<guid isPermaLink="false">http://trapaday.wordpress.com/?p=2582</guid>
		<description><![CDATA[The door appears to be locked. Type: magical; Perception DC 27; Disable Device 27 Trigger proximity; Reset None Effect The door has been trapped with an alarm. If the password isn&#8217;t spoken, a fine mist of blue dye covers a 15&#8242; cone in front of the door, coloring everyone blue. Blue Mist (DC 14 Reflex Save or be [&#8230;]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=trapaday.wordpress.com&#038;blog=23856358&#038;post=2582&#038;subd=trapaday&#038;ref=&#038;feed=1" width="1" height="1" />]]></description>
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<p class="MsoNormal"><em>The door appears to be locked.</em></p>
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<p class="MsoNormal"><strong>Type: </strong>magical; <strong>Perception</strong> DC 27; <strong>Disable Device</strong> 27</p>
<p class="MsoNormal"><strong>Trigger</strong> proximity; <strong>Reset</strong> None</p>
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<p class="MsoNormal"><strong>Effect</strong></p>
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<p class="MsoNormal">The door has been trapped with an alarm. If the password isn&#8217;t spoken, a fine mist of blue dye covers a 15&#8242; cone in front of the door, coloring everyone blue. Blue Mist (DC 14 Reflex Save or be dyed blue. Dye wears off in 1d6 + 1 days); multiple targets (all targets in 15&#8242; cone)</p>
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		<title>Shifting Tiles</title>
		<link>http://trapaday.wordpress.com/2013/06/13/shifting-tiles/</link>
		<comments>http://trapaday.wordpress.com/2013/06/13/shifting-tiles/#comments</comments>
		<pubDate>Thu, 13 Jun 2013 17:00:14 +0000</pubDate>
		<dc:creator>pfworks</dc:creator>
				<category><![CDATA[exTRAPaganza]]></category>
		<category><![CDATA[4e]]></category>
		<category><![CDATA[Generic]]></category>
		<category><![CDATA[Grimtooth]]></category>
		<category><![CDATA[Pathfinder]]></category>

		<guid isPermaLink="false">http://trapaday.wordpress.com/?p=2591</guid>
		<description><![CDATA[Here is another installment of exTRAPaganza, our Thursday over-the-top trap series.  Something like this came up in our campaign the other day, so I thought of this. At least once per round, every character who is adjacent to an enemy has their tile shift enough to draw an attack of opportunity. Of course, they could [&#8230;]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=trapaday.wordpress.com&#038;blog=23856358&#038;post=2591&#038;subd=trapaday&#038;ref=&#038;feed=1" width="1" height="1" />]]></description>
				<content:encoded><![CDATA[<p><em>Here is another installment of exTRAPaganza, our Thursday over-the-top trap series. </em></p>
<p>Something like this came up in our campaign the other day, so I thought of this.</p>
<p>At least once per round, every character who is adjacent to an enemy has their tile shift enough to draw an attack of opportunity. Of course, they could hop off the tile with a ridiculously high acrobatics check to avoid provoking. If there&#8217;s a long line of enemies, they should move in front of all of them.</p>
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		<title>Black Ice Patches (CR 1/2)</title>
		<link>http://trapaday.wordpress.com/2013/06/12/black-ice-patches-cr-12/</link>
		<comments>http://trapaday.wordpress.com/2013/06/12/black-ice-patches-cr-12/#comments</comments>
		<pubDate>Wed, 12 Jun 2013 17:00:02 +0000</pubDate>
		<dc:creator>pfworks</dc:creator>
				<category><![CDATA[Pathfinder]]></category>

		<guid isPermaLink="false">http://trapaday.wordpress.com/?p=2580</guid>
		<description><![CDATA[The air is quite cool in here. Type: mechanical; Perception DC 19; Disable Device 18 Trigger location; Reset Auto Effect The floor has several patches of ice. If a character moves at half speed, a DC 15 Acrobatics check will let them navigate the room. At full speed, it is a DC 30 Acrobatics check. Make this check [&#8230;]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=trapaday.wordpress.com&#038;blog=23856358&#038;post=2580&#038;subd=trapaday&#038;ref=&#038;feed=1" width="1" height="1" />]]></description>
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<p class="MsoNormal"><em>The air is quite cool in here.</em></p>
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<p class="MsoNormal"><strong>Type: </strong>mechanical; <strong>Perception</strong> DC 19; <strong>Disable Device</strong> 18</p>
<p class="MsoNormal"><strong>Trigger</strong> location; <strong>Reset</strong> Auto</p>
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<p class="MsoNormal"><strong>Effect</strong></p>
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<p class="MsoNormal">The floor has several patches of ice. If a character moves at half speed, a DC 15 Acrobatics check will let them navigate the room. At full speed, it is a DC 30 Acrobatics check. Make this check for each movement action. Failure results in the character being knocked prone.</p>
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		<title>Out of Phase Power</title>
		<link>http://trapaday.wordpress.com/2013/06/11/out-of-phase-power/</link>
		<comments>http://trapaday.wordpress.com/2013/06/11/out-of-phase-power/#comments</comments>
		<pubDate>Tue, 11 Jun 2013 17:00:15 +0000</pubDate>
		<dc:creator>pfworks</dc:creator>
				<category><![CDATA[Battlestations]]></category>
		<category><![CDATA[battlestations]]></category>

		<guid isPermaLink="false">http://trapaday.wordpress.com/?p=2577</guid>
		<description><![CDATA[Captain, we&#8217;ve detected an internal power surge! Whenever the engines are pumped, a failure results in the power being drained from systems, rather than just getting no power.<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=trapaday.wordpress.com&#038;blog=23856358&#038;post=2577&#038;subd=trapaday&#038;ref=&#038;feed=1" width="1" height="1" />]]></description>
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<p class="MsoNormal"><em>Captain, we&#8217;ve detected an internal power surge!</em></p>
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<p class="MsoNormal">Whenever the engines are pumped, a failure results in the power being drained from systems, rather than just getting no power.</p>
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		<title>Broken Glass (CR 2)</title>
		<link>http://trapaday.wordpress.com/2013/06/10/broken-glass-cr-2/</link>
		<comments>http://trapaday.wordpress.com/2013/06/10/broken-glass-cr-2/#comments</comments>
		<pubDate>Mon, 10 Jun 2013 17:00:29 +0000</pubDate>
		<dc:creator>pfworks</dc:creator>
				<category><![CDATA[Pathfinder]]></category>

		<guid isPermaLink="false">http://trapaday.wordpress.com/?p=2575</guid>
		<description><![CDATA[Broken glass litters the floor. Type: mechanical; Perception DC 16; Disable Device 19 Trigger location; Reset None Effect Broken glass litters the floor. Treat as difficult terrain. Broken Glass(For each movement action, +8 vs. AC or take 1 bleed damage); multiple targets(all targets in room)<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=trapaday.wordpress.com&#038;blog=23856358&#038;post=2575&#038;subd=trapaday&#038;ref=&#038;feed=1" width="1" height="1" />]]></description>
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<p class="MsoNormal"><em>Broken glass litters the floor.</em></p>
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<p class="MsoNormal"><strong>Type: </strong>mechanical; <strong>Perception</strong> DC 16; <strong>Disable Device</strong> 19</p>
<p class="MsoNormal"><strong>Trigger</strong> location; <strong>Reset</strong> None</p>
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<p class="MsoNormal"><strong>Effect</strong></p>
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<p class="MsoNormal">Broken glass litters the floor. Treat as difficult terrain. Broken Glass(For each movement action, +8 vs. AC or take 1 bleed damage); multiple targets(all targets in room)</p>
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		<title>Roller Floor (CR 1)</title>
		<link>http://trapaday.wordpress.com/2013/06/09/roller-floor-cr-1/</link>
		<comments>http://trapaday.wordpress.com/2013/06/09/roller-floor-cr-1/#comments</comments>
		<pubDate>Sun, 09 Jun 2013 17:00:47 +0000</pubDate>
		<dc:creator>pfworks</dc:creator>
				<category><![CDATA[Pathfinder]]></category>

		<guid isPermaLink="false">http://trapaday.wordpress.com/?p=2573</guid>
		<description><![CDATA[The floor is made up of several small cylinders. Type: mechanical; Perception DC 16; Disable Device 19 Trigger location; Reset Repair Effect The cylinders rotate when stepped upon, making movement difficult. Rotating cylinders(DC 15 Acrobatics check or character cannot move. If failed by 5 or more, character falls prone, requiring a DC 15 Acrobatics check to stand. Area [&#8230;]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=trapaday.wordpress.com&#038;blog=23856358&#038;post=2573&#038;subd=trapaday&#038;ref=&#038;feed=1" width="1" height="1" />]]></description>
				<content:encoded><![CDATA[<p><strong><br />
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<p class="MsoNormal"><em>The floor is made up of several small cylinders.</em></p>
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<p class="MsoNormal"><strong>Type: </strong>mechanical; <strong>Perception</strong> DC 16; <strong>Disable Device</strong> 19</p>
<p class="MsoNormal"><strong>Trigger</strong> location; <strong>Reset</strong> Repair</p>
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<p class="MsoNormal"><strong>Effect</strong></p>
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<p class="MsoNormal">The cylinders rotate when stepped upon, making movement difficult. Rotating cylinders(DC 15 Acrobatics check or character cannot move. If failed by 5 or more, character falls prone, requiring a DC 15 Acrobatics check to stand. Area is treated as difficult terrain)</p>
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