Split Needle (CR 3)



A locked chest is in the corner of this room.

Type: mechanical; Perception DC 21; Disable Device DC 19

Trigger proximity; Reset none

Effect

A sharp needle pokes you when you open the chest. Unseen, inside the chest, another needle punctures a bladder of toxic gas. Split Needle (+4 melee for 1d4 damage; When chest is opened – DC 17 Fortitude Save or take 1d3 Con damage and fall asleep for 1 hour, on a successful save, target takes 1 Con damage); multiple targets (all targets within 30′ for gas)

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

Numbing Ramparts (CR 1)



The ramparts are about 20 feet from the ground.

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

Trigger touch; Reset none

Effect

The ramparts are covered in a viscous contact poison. Poison (DC 14 Fortitude Save or target becomes paralyzed for 1d4+1 rounds, falling if they make contact while still climbing)

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

Panic Room (CR 7)



The inside of the door to the study has 2 locks.

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

Trigger touch; Reset none

Effect

If the locks aren’t activated correctly, the target becomes encased in ice, then teleported. Panic Room (DC 24 Will Save or target becomes encased in ice for 1d4 rounds, then teleported to a small chamber buried 50 feet below the study in the ground. The ice has hardness 0, and is 11 inches thick and has 33hp. The target is paralyzed while in the ice. Before teleportation, the ice and target begin to fade. If the ice is destroyed before the teleportation happens, the teleport is cancelled.)

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

Listen at my Door, Will You? (CR 1)



A stout wooden door is in the wall.

Type: mechanical; Perception DC 23; Disable Device DC 18

Trigger touch; Reset Auto

Effect

An ogre stands on the other side of the door, if someone listens at the door, or otherwise puts body parts against it, he slams it with a big, heavy, mailed fist. Door (DC 14 Fortitude Save or target is dazed for 1 round)

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

Fancy Door (CR 4)



The door before you is delicate, and decorated with intricate filigree and carvings.

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

Trigger touch; Reset none

Effect

If the door is broken, it damages the target. Fancy Door (DC 19 Fortitude save or target is wracked with pains, and suffers a -4 penalty on attack rolls, skill checks, and ability checks for 5 rounds, or 1 round if save if successful)

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

Snapping Barrels (CR 2)



Several barrels are stacked in the corner.

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

Trigger touch; Reset none

Effect

The iron bands on the barrels are under pressure. If they barrels are disturbed, the bands fly open, and the barrels explode outwards. Barrels (2d6 damage, DC 18 Reflex Save for half damage); multiple targets (all targets within 15′)

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

Lava Flows


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

The passages in here have lava running down through them, coming from a central place with several vents. These vents can be easily stopped, as the lava slowly oozes from them. However, if all the lava vents are blocked, the pressure builds up. After 1d6+4 rounds, it explodes, creating a 5 foot tall wave of lava that washes through the complex.

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We’re Here (CR 2)



You are in a small, well appointed atrium.

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

Trigger proximity; Reset none

Effect

The voice of anyone who speaks here gets projected into a small guard office down the corridor once the doors are opened and the atrium is entered.

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

Button Door (CR 2)



The door appears to open by pushing the button next to it.

Type: mechanical; Perception DC 19; Disable Device DC 18

Trigger touch; Reset repair

Effect

The button cover breaks, exposing a sharp needle behind it. Button Door (+8 melee for 1d4 damage, plus DC 14 Fortitude save or target falls asleep for 1 hour)

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

Gold Biscuits (CR 3)



The pantry doors are locked.

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

Trigger touch; Reset none

Effect

If the doors are opened, 15 lbs of coins on the target turns into bland, edible biscuits, the same size as the original coins. Gold Biscuits (DC 18 Will Save or up to 750 coins turn into a bland, edible substance, losing their value)

Categories: CR3, CR8, Pathfinder | Tags: | Leave a comment

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