Midas Untouch


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

A large pile of treasure is hidden in the bowels of the castle. If it is touched, it turns out to be fake gold and worthless. However, the person taking it is not cursed. Anything that he touches that is made of a non-magical precious metal turns to a worthless metal. This has to be removed via remove curse or some similar effect.

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Ring in a Hole (CR 9)



A cylindrical hole is in the wall, with something shiny at the end.

Type: mechanical; Perception DC 23; Disable Device DC 24

Trigger touch; Reset none

Effect

There is a gold ring at the end of the cylinder. Pulling it causes the cannon to fire. Ring (+24 ranged melee for 8d8 damage); multiple targets (all targets in 30′ cone)

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

Dimension Stairway (CR 5)



A wide staircase leads downward.

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

Trigger location; Reset none

Effect

About 1/3 of the way down, a dimension door teleports the target back to the 2nd stair. Dimension Stairway (DC 21 Will Save or target is teleported back to 2nd stair and must make a DC 21 Reflex Save or fall, taking 3d6 damage. If the target is moving faster than normal speed, there is a -5 penalty to the Reflex Save)

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

Tilting Hallway (CR 5)



The sides of this hallway are covered in hooked, barbed spikes.

Type: mechanical; Perception DC 22; Disable Device DC 22

Trigger touch; Reset none

Effect

When the far door is opened, the hallway, hinged at the door, falls, turning into a vertical shaft. Hallway (DC 22 Reflex Save or fall. Falling characters may hit the spikes. For every 10′ fallen, make a +8 melee vs. AC. On a successful hit, the spike does 1d6 damage and 1 bleed damage. If struck, spike makes a +18 vs. CMD. If successful, target is grappled and left hanging, requiring a CMB check with a DC of 28 to free oneself. The hallway is 60′ long); multiple targets (all targets in hallway)

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

Jeweled Knife (CR 4)



Several jeweled weapons are in the display case.

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

Trigger touch; Reset none

Effect

If any of the items are touched, several of the knives animate and attack. Knives (+8 melee for 1d4+1 damage. 1d8+4 knives will attack)

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

Coin Slot (CR 1/2)



The door has a slot next to it and a sign that says “Pay 1gp to pass”

Type: mechanical; Perception DC 19; Disable Device DC 1

Trigger touch; Reset Auto

Effect

If a coin is inserted, it will make a clicking noise and the PC’s will find that the door is unlocked and not trapped. Of course, that’s the way it is if nothing is inserted. It’s an unlocked, untrapped door.

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

Uneven Terrain (CR 3)



The floors look a little bit sketchy in here.

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

Trigger proximity; Reset none

Effect

An illusion has been placed over the floor, causing it to look in disrepair and even making some parts move. Of course, the floor actually is in disrepair. Floor (DC 18 Acrobatics check for each move or target falls prone. Also, any Dex based or Perception based checks or saves have a -2 penalty)

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

Check Your Alignment


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

There is a field in this area that randomly changes the alignment of wielded weapons every hour. For every “alignment step” the weapon is from the wielder’s alignment, he takes a cumulative -2 penalty to all dice rolls on that weapon. Diametrically opposed alignment make the weapon unwieldable.

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Freshly Waxed Floors (CR 2)



The floors in here sparkle.

Type: mechanical; Perception DC 19; Disable Device DC 19

Trigger touch; Reset none

Effect

The floors have been cleaned and are slippery. They are also mildly toxic. Floors (DC 16 Acrobatics check during move action or target falls, then must make a DC 14 Fortitude Save or become sickened for 1d4 rounds); multiple targets (all targets in room)

Categories: CR2, CR7, Pathfinder | Tags: | Leave a comment

Quiet Door (CR 3)



The door is made of thick wood.

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

Trigger touch; Reset none

Effect

If the target listens at the door, he becomes deaf. Quiet Door (DC 18 Fortitude Save or target is permanently deafened)

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

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