Cold Doors


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

Every doorway is trapped with frost rays. Anyone that goes through a door is hit with a ray of frost (+8 ranged touch attack) for 1d3 cold damage.

Ray of Frost

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Indiana Jones and The Disco Ball of Doom (CR 4)


 

The pathway leads upwards, and a faceted crystal ball hangs from the ceiling.

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

Trigger proximity; Reset none

Effect

After the last target passes the ball, a large boulder 60′ ahead of the party rolls towards them. Disco Ball (+6 ranged touch attack to cause target to make a DC 15 Fortitude Save or become exhausted. On a successful save, target is fatigued. The ball fires at a target once per round. The boulder rolls at 45′ per round, and those hit by the boulder take 6d6 points of damage and are knocked prone, A DC 15 Reflex save halves the damage and target is not knocked prone); multiple targets (all targets within 35′)

Ray of Exhaustion

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Enfeebling Portcullis (CR 2)


 

A rusty portcullis blocks the way.

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

Trigger touch; Reset none

Effect

The portcullis requires a DC 20 Strength check to lift and hold. When someone crosses the threshold of the portcullis, all targets in contact become weak. Portcullis(target takes 1d6+1 Strength damage, DC 11 Fortitude Save for half damage. Those holding open the portcullis must make another Strength check or drop it, requiring the person passing under and anyone holding it to make a DC 11 Reflex Save or take 1d6 damage.); multiple targets (target passing through portcullis plus any targets holding it up)

Ray of Enfeeblement

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Raised Coffin (CR 6)


 

An ornate coffin sits on a raised dais.

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

Trigger touch; Reset none

Effect

If the coffin is opened, the skeleton gasps, “Why do you disturb my rest” and crumbles into dust. The target that opened the coffin, or nearest target, is cursed. The next opponent damaged by the target rises again after death, with 2 negative levels and all temporary conditions removed and fights again.

Raise Dead

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Gold at the End of Rainbow (CR 5)


 

A rainbow arcs across this vast cavern, ending in a pot of gold.

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

Trigger touch; Reset none

Effect

The pot has several hundred gold pieces in it. However, if touched, the rainbow begins to glow and oscillate. Rainbow (DC 16 Will Save or target is fascinated for 7 rounds); multiple targets (24HD of creatures within 20 ft. Fewer HD creatures affected first by distance)

Rainbow Pattern

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Rage Against the Machine (CR 4)


 

A strange contraption is at the far end of the hall. It starts to whirr…

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

Trigger proximity; Reset none

Effect

The device is 100′ away and looks like a crossbow, with large wheels on on top of it, parallel to the ground. It fires a single bolt on each of the PC’s turns at that PC. Each PC must also make a DC 15 Will Save or become enraged, gaining a +2 morale bonus to Strength and Constitution, and a +1 morale bonus to Will Saves. However, they get a -2 penalty to AC. The bolts are +8 ranged melee for 1d10 damage. The rage and shooting lasts for 5 rounds.

Rage

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Dark (CR 4)


 

The rooms in this dungeon are well lit with torches.

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

Trigger proximity; Reset none

Effect

During combat, the torches will be suddenly extinguished. Dark (Area is plunged into darkness, as all fire-based light sources are extinguished. Magical sources get a DC 14 Will Save)

Quench

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Smoke and Mirrors


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

Every time a fire source is encountered, (including ones created by the party) whenever the party gets near, it is extinguished. For fire sources greater than 20ft and less than 120ft, it creates fireworks which blind the party for 1d4 rounds unless a DC 13 Will save is made. For fires 20 feet and less, a 20′ cube becomes thick with smoke for 1d4+1 rounds, causing all sight, even darkvision to be ineffective in or through the smoke cloud. Also, those in the smoke must make a DC 13 Fortitude Save or take -4 penalties to Strength and Dexterity. This effect lasts for 1d4+1 rounds after exiting the smoke cloud.

Pyrotechnics

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Purifying Fountain (CR 1)


 

The archway is full of a clear mist. Carved into the stone, it says, “Cleansed are those that pass through”.

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

Trigger location; Reset Auto

Effect

The mist feels light and refreshing. Fountain (DC 10 Will Save or objects such as holy water or unholy water become regular, inert water. Also, all spoiled food becomes good to eat again)

Purify Food and Drink

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There is No Eye in Team (CR 6)


 

The chest is decorated with many eye symbols.

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

Trigger touch; Reset none

Effect

Several eyes appear around the target. Eyes (1d4+9 small eyes briefly appear around the target, and then they scatter. An hour later, the eyes begin to return, one every hour. They relay horrific visions to the target. Each vision requires a DC 17 Will Save or the target takes 1d2 Will damage, on a successful save, the target is merely shaken for 1d4 rounds. The eyes, when returning can be spotted with a DC 28 Perception check. If spotted, they may be attacked. They have 1 HP and AC 18.)

Prying Eyes

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

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