Seatac Astronomy (CR 2)



The door closes behind you, leaving you looking at four featureless walls.

Type: magical; Perception DC 26; Disable Device DC 26

Trigger touch; Reset none

Effect

When the door closes, it appears that secret doors are everywhere. Seatac Astronomy (DC 16 Will Save or target sees secret doors everywhere, whether by normal or magical means. Each door has a 10% chance of being a real door.); multiple targets (all targets in room)

Detect Secret Doors

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

Paranoid (CR 5)



You feel like you are being watched.

Type: magical; Perception DC 29; Disable Device DC 29

Trigger proximity; Reset none

Effect

You feel like you are being watched, you see magical sensors everywhere. Paranoid (DC 21 Will save or target feels like he is being watched, and thinks that the scrying sensors are everywhere. He will spend time rummaging through the area, trying to destroy them. This will cause all reactions with NPC’s to start out as unfavorable.)

Detect Scrying

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Poison Distribution (CR 1)



There is an occasional oasis in this desert.

Type: magical; Perception DC 25; Disable Device DC 25

Trigger proximity; Reset none

Effect

Whenever anyone checks the water in the oasis, they will determine that it is poisoned and will cause the target to become even more thirsty. The water is actually just fine.

Detect Poison

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Ooh, Shiny (CR 1)



As you leave the building, the entry door is locked.

Type: magical; Perception DC 25; Disable Device DC 25

Trigger touch; Reset none

Effect

Any target that passes through the door is affected by a detect magic like spell. For 1 minute after passing through the door, every magic item that the target carries emits a visible aura, that scales with the strength of the magic item, that everyone within 60′ can easily see.

Detect Magic

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

Chaotic Caves


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

Every room in this cavern complex grants the targets the power to detect chaos. Every room has a lingering overpowering aura. Any lawful targets are stunned for 1 round every time they enter a new cave.

Detect Chaos

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False Info (CR 2)



You suddenly sense the presence of lots of animals.

Type: magical; Perception DC 26; Disable Device DC 26

Trigger proximity; Reset none

Effect

When this trap is triggered, the target seemingly acquires the ability to sense the presence of animals. False Info (DC 18 Will Save or target senses the presence of level appropriate, i.e. +/- 1 CR vs APL animals nearby. He then senses 4d20 of the animals in the direction that the party is currently heading. The animals are not actually there, or anywhere, it is a false reading. The effect lasts for 10 minutes)

Detect Animals or Plants

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

Combination Lock of Destruction (CR 8)



The chest is secured by a combination lock.

Type: magical; Perception DC 33; Disable Device DC 33

Trigger touch; Reset auto

Effect

If the wrong combination is entered, the lock blasts the target with necrotic energy. Combination lock (140-210 points of damage, DC 27 Fortitude save reduces this damage to 10d6. If target is killed and didn’t make save, his remains are utterly consumed, and only a true resurrection, or a wish followed by miracle or resurrection will bring him back. The failed save damage depends on what the last number of the failed combination that is dialed in, and ranged from 14-21)

Destruction

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

Abandoned Altar (CR 3)



Debris covers some kind of statue or altar in the middle of the room. Bones are scattered everywhere.

Type: magical; Perception DC 27; Disable Device DC 27

Trigger touch; Reset none

Effect

Uncovering the altar does two things. It desecrates that area and also raises 8 skeletons from the bones. These skeletons also have a +1 bonus to attack, damage and saving throw rolls.

Desecrate

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Demanding Bust (CR 9)



A great marble bust is in the entryway.

Type: magical; Perception DC 33; Disable Device DC 33

Trigger proximity; Reset none

Effect

The first target to get within 30′ of the bust will be the eventual target. At some point later, if the party or target comes into contact with the person who was the subject of the bust (or made it, or whatever) that person receives a message to not participate in combat and to walk away and leave. Demanding Bust (Target receives a message to walk away and leave, and not participate in combat for 16 hours. A DC 26 Will Save will cancel the compulsory effect, but the subject will still hear the demand)

Demand

Categories: CR9, Pathfinder | Tags: | Leave a comment

Fireball Curtain (CR 8)



Strings of beads hang in the doorway.

Type: magical; Perception DC 32; Disable Device DC 32

Trigger touch; Reset none

Effect

A target that moves through the curtain incurs a chance of having a bead break off and become lodged somewhere on the target, where it detonates later. Fireball Curtain (+11 vs CMD or bead becomes stuck on target. 5 rounds later it detonates causing 13d6 fire damage to all targets within 20′, DC 25 Reflex Save for half damage);

Delayed Blast Fireball

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

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