Gunpowder Chasm


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

It is very dark in this cave. A narrow bridge crosses a very deep chasm. The chasm is filled with gunpowder. Any fire source dropped into the pit blows off the top of the mountain that it is under.

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Oily Stars (CR 1)



A stone stairway heads down.

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

Trigger location; Reset Repair

Effect

About halfway down, a small bladder filled with oil is under the step. This squirts oil on the stair behind it, so that the next person down steps in it. Oil (DC 18 Reflex Save or target falls down stairs, prone, and takes 1d6 damage. Any PC’s below him must make a DC 18 Reflex Save or also fall down the stairs, prone, taking 1d6 damage)

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

Boring Door (CR 3)



There is a stout wooden door at the end of the hall.

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

Trigger touch; Reset auto

Effect

If the door is touched, the target becomes bored and loses interest in it. Boring Door (DC 18 Will Save or target loses current door-related action and must wait 3 rounds until they gain interest in it again)

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TPK (CR 10)



A large round table is in the room. It is filled with bottles of wine and beer, and lots of food.

Type: magical; Perception DC 34; Disable Device DC 34

Trigger proximity; Reset none

Effect

If a target approaches the table, it triggers the trap. TPK (DC 27 Will Save or targets turn on the nearest conscious creature and attack. The effect lasts for 17 rounds, and persists even if the target leaves the area); multiple targets (all targets within 60′)

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Cloak Room (CR 1/2)



An alcove full of cloaks is off to one side.

Type: mechanical; Perception DC 18; Disable Device DC 17

Trigger location; Reset Repair

Effect

One of the cloaks is on the floor. When it is stepped on, it gets yanked out from under the target. Cloak (DC 18 Reflex Save or target gets knocked prone)

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

Stone Block Trap Door (CR 6)



A stone trap door is in the ceiling.

Type: mechanical; Perception DC 21; Disable Device DC 22

Trigger touch; Reset none

Effect

The trap door is actually a stone block that falls, creating a hole in the ceiling. Stone Block (DC 22 Reflex Save or target takes 6d6 crushing damage and is knocked prone, and pinned, requiring a DC 22 Strength or Escape Artist check to escape. Target takes 1d4 crushing damage per round pinned)

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Delayed Pain (CR 3)



Strange liquid showers you from above.

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

Trigger proximity; Reset none

Effect

The liquid is magical acid. Delayed Pain (Acid falls onto the target and can be avoided with a DC 18 Reflex Save. The acid deals 1d6 acid damage per round for 1d6+1 rounds, unless a full round action is spent to remove it. The damage, however, is delayed for 3 hours, and then the target takes all the damage at once)

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

Oily


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

Every surface in here is covered in a thin layer of very viscous oil. Every action requires an Acrobatics or Dexterity check, or has a penalty. Failing the check causes the target to fall prone. Somatic spellcasting requires a check and a concentration check as well.

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Tiny Hooks (CR 2)



The surfaces of everything here are covered in tiny hooks.

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

Trigger proximity; Reset auto (repair)

Effect

The tiny hooks snag on everything. Tiny Hooks (DC 18 Acrobatics check for each 10′ of movement or target becomes entangled, requiring either a DC 12 Acrobatics check or a full round action to become unentangled); multiple targets (all targets in room)

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Glass?! (CR 5)



The floor is made of a smooth, black substance.

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

Trigger alarm (magic); Reset none

Effect

If anyone casts a spell, a 20′ burst radius around the target becomes molten glass. Glass (3d6 fire damage plus target becomes entangled, requiring a DC 21 Strength or Escape Artist as a full round action to free oneself. A DC 21 Reflex Save halves the damage and negates the entanglement. The area become difficult terrain, and increases Acrobatics checks by 5. Running or charging requires a DC 15 Acrobatics check. Those that fail fall and take 1d6 damage)

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

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