This Place is the Pits


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

Any time a character does not take a move action, a 20′ deep spiked pit opens up underneath them. They must make a Reflex save or fall in and take damage.

Spiked Pit

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Hot Hands (CR 1)


 

Flames have been carved into this wooden door.

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

Trigger touch; Reset none

Effect

When the target opens the door, he gets shocked with static electricity. Hot Hands (DC 15 Fortitude Save, or the next time the target touches a fine or smaller flammable object, the target sets the object on fire)

Spark

 

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Noteworthy Ladder (CR 2)


 

Chimes ring out as you open the door. A rope ladder leads upwards into a hole in the ceiling.

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

Trigger proximity; Reset repair

Effect

The chimes sound for 1d4 rounds. Noteworthy Ladder (The chimes create physical notes that reinforce the ladder. Once the sound stops, any weight more than 100 lbs on the ladder causes it to fall, dealing the appropriate fall damage. Striking the chimes will cause them to play for another 1d4 rounds, extending the lifetime of the notes that support the ladder.); multiple targets (all targets on ladder)

Solid Note

 

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Sticky Door (CR 6)


 

A large pile of wood blocks the door.

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

Trigger touch; Reset none

Effect

The pile contains 9 small sticks, 4 small tree branches, 4 medium sticks, 3 medium tree branches, 2 logs and a fallen tree. Sticky Door (Whichever type of wood is picked up first, the rest of that type turns into snakes. The small sticks turn into 9 venomous snakes, the small branches turn into 4 constrictor snakes, the medium sticks turn into 4 advanced venomous snakes, the medium sticks turn into 3 advanced constrictor snakes, the logs turn into 2 king cobras, and the tree turns into an anaconda. The snakes attack. Note that only 1 type of wood turns into snakes, so at the most there will be 4 snakes)

Snake Staff

 

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Slippin’ Away (CR 3)


 

The floor in here is slightly wet.

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

Trigger proximity; Reset auto

Effect

Whenever a puddle is trod upon, the trap is triggered. It requires a DC 18 Acrobatics check to avoid puddles, and if actively avoiding a puddle, the target takes a -2 penalty to attack rolls. Slippin’ Away (DC 18 Reflex Save or target moves an additional 10′ at the end of movement in the direction of movement. This movement can trigger an attack of opportunity); multiple targets (all targets in room)

Slipstream

 

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Sleepy Door (CR 5)


 

The door is engraved with the images of soft, fluffy clouds.

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

Trigger touch; Reset none

Effect

The door opens silently. Sleepy Door (DC 21 Will Save, or the next time the target is asleep, the target will get up and move towards the nearest pit or trap. Note – a pit or trap should be conveniently close by. The target gets no Reflex save vs the trap, but gets a saving throw to wake up should it take damage, If the target does not wake up, if practical, the target will move to another trap)

Sleepwalk

 

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Hot Ladder (CR 7)


 

A ladder goes up a dark shaft.

Type: magical; Perception DC 31; Disable Device DC 31

Trigger location; Reset none

Effect

Once the target enters the shaft on the ladder, the trap is triggered. Hot Ladder (4d6 + 11 points of fire damage and target is knocked prone. A DC 24 Fortitude save halves the damage and negates the prone effect. Any creature damaged by the heat also becomes fatigued, or exhausted if already fatigued. Any target on the ladder that is knocked prone falls from the ladder and takes the appropriate falling damage as well); multiple targets (all targets in 20′ radius)

Sirocco

 

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Sifting Away


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

Something is a little off in here, visually, but you can’t put your finger on it. Whenever a PC makes a Perception check against a dungeon element, like searching a door, wall, chest, etc, the check is at -5 as the area seems to pull away, creating sort of a tunnel vision at a distance effect. As soon as the PC stops searching, the effect goes away. For listening checks, it acts sort of like a Doppler effect.

Sift

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Sandy Slope (CR 4)


 

The sandy floor of the cave slopes downwards into darkness.

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

Trigger location; Reset none

Effect

About halfway down the path, the slope increases, and the sand along the whole path begins to shift. Sandy Slope (DC 19 Reflex save or target is entangled for one round, and must make a new save if still in area of effect. Targets that are entangled that attempt to move must make a second reflex save or fall prone. Each round, the sand drags entangled or prone targets 10′ towards the bottom. Acrobatics checks have a -5 penalty, and the entire area is considered difficult terrain.This effect lasts for 5 rounds.); multiple targets (all targets on sandy floor).

Shifting Sand

 

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Don’t Make Us Angry (CR 5)


 

The door is flanked by two sets of shelves, all holding porcelain figurines.

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

Trigger touch; Reset none

Effect

Unless a DC 21 Acrobatics check is made while opening the door, the vibration will cause the shelves to shake, dumping the figurines onto the ground, breaking them all, which triggers the trap. If the figurines are examined (subject to the above Acrobatics check if touched) the target will notice that some of the figurines look like the party. Don’t Make Us Angry (DC 21 Will Save, or during the next combat, all opponents will receive a +2 morale bonus on attack rolls and weapon damage rolls. Additionally, the targets receive a +2 morale bonus on caster level checks to overcome spell resistance against the targets. This effect lasts for 7 minutes, or until the combat is completed.); multiple targets (all targets within 30′ of broken figurines)

Shared Wrath

 

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