Manly Man Dungeon


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

Every time the party enters combat, everyone becomes transformed into fighting machines. Each party member gains a +4 enhancement bonux to Strength, Dexterity and Constitution, a +4 natural armor bonus to AC, a +5 competence bonus on Fortitude Saves, and proficiency with all simple and martial weapons. Base attack bonus equals character level. However, the target loses all spellcasting ability, including spell activation or completion magic items.

Transformation

 

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Wet Paint (CR 3)


 

A sign on the door says “Wet Paint”

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

Trigger touch; Reset none

Effect

If the door is touched, it is actually wet paint and the trap is sprung. Wet Paint (Target takes a 1d6 penalty to Intelligence, Wisdom and Charisma scores for 30 minutes)

Touch of Idiocy

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Tiresome Door (CR 1)


 

A worn door stands before you.

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

Trigger touch; Reset auto

Effect

The door is unlocked, but the knob requires a good tug to open. (DC 18 Strength check) Tiresome Door (DC 15 Fortitude Save or target becomes fatigued for one round. The -2 strength penalty from fatigue applies to opening the door.)

Touch of Fatigue

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Speak Easy (CR 6)


 

Several books, all in different languages lie on bookshelves and a desk.

Type: magical; Perception DC 30; Disable Device DC 30

Trigger touch; Reset none

Effect

If any of the magic books are disturbed, the trap goes off. Speak Easy (DC 22 Will Save or whenever target speaks, no matter the language, everyone that can hear understands. This is a permanent effect, and can only be removed with dispel magic or the like at CL 9)

Tongues

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Chest Cold (CR 4)


 

The chest is wrapped up in a large, marble arm that acts as a lock/restraint.

Type: magical; Perception DC 28; Disable Device DC 28

Trigger touch; Reset none

Effect

The arm can be cut off to open the chest, but when it does, it causes a purple opaque 20′ radius sphere to form around the chest, and the temperature drops to -10 F. However, outside of the sphere, the temperature in the room is -80 F. This lasts for two hours. While inside the sphere, unprotected targets must make a DC 15 + 1 per previous check Fortitude Save or take 1d6 non-lethal damage every 10 minutes. If a target goes outside, they take 1d6 lethal damage every minute (no save), plus 1d4 non-lethal damage unless they make a DC 15 + 1 per previous check Fortitude Save. Targets taking any non-lethal damage are treated as fatigued. The doors in the room have iced shut, and require a DC 30 break check to open, or a target can hack through 1 inch of ice (3 HP) and then cut down the door normally (10 hardness, 60 hp)

Tiny Hut

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The Dungeon That Time Remembered (CR 10)


 

A chest full of jeweled, arcane items is in the middle of the room.

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

Trigger touch; Reset none

Effect

If the target touches any of the items, time stops for 1d4+1 rounds. During this time, the owner collects the items and runs away, placing them in another chest where the same thing happens. If the owner has time, he may lock doors and/or place obstacles in the way.

Time Stop

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Lifelike Statue Garden (CR 9)


 

Several very lifelike statues dot the garden path. They are all holding watches.

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

Trigger proximity; Reset none

Effect

A DC 25 Perception check reveals that all the watches are stopped. More jeweled watches sit in a small pile in a chest. If a watch is picked up, the trap is set off. Garden (After 1 minute, the target becomes frozen in time, ceasing to age and nothing can harm it. This condition can only be removed by something like dispel magic or freedom. The effect has a CL of 16. A DC 27 Fortitude Save negates this effect. The watch also stops when the target is frozen.)

Temporal Stasis

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Rock and an Ethereal Place


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

As you get near the end of the long tunnel, a huge rock rolls your way. While the rock is easy to outrun, about 50 feet down, there is a circle that’s nearly impossible to see etched on the floor. When this circle is stepped on, it teleports the target 1 foot in front of the rock, facing it. Unless they make a really hard reflex save, the rock is going to roll right over them.

Teleportation Circle

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Bonk Bonk (CR 8)


 

A large, jewel encrusted mace sits on a table.

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

Trigger touch; Reset none

Effect

The mace also has spikes. Bonk Bonk (If the mace is touched, it immediately teleports to 3 feet above the target’s head and drops, causing 3d8+3 damage plus 1d6 bleed damage, a DC 25 Reflex save avoids damage)

Teleport Object

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Two With One Trap (CR 6)


 

A narrow bridge spans the deep chasm. The bridge is broken in the middle, with a 5′ gap between the two.

Type: magical; Perception DC 30; Disable Device DC 30

Trigger proximity; Reset none

Effect

If a target jumps across the gap, they set off the trap. Two with One Trap (DC 22 Will Save or target is teleported immediately behind another target on the bridge. Both targets must then make a DC22 Reflex save or fall, taking 10d6 damage. If there are no other targets on bridge, then target is teleported to edge of bridge, and must make the DC 22 Reflex Save to avoid falling and taking 10d6 damage)

Teleport

Categories: CR6, Pathfinder | Tags: | Leave a comment

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