Silent Library (CR 2)

A sign in the library reads “Be Quiet”.

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

Trigger speech; Reset auto


When the target speaks in the library, their speech is then rendered unintelligible. Quiet (DC 18 Will Save or target’s speech become unintelligible for 1d4 rounds. This causes a 20% spell or command word failure as well); multiple targets (anyone speaking in library) Once the spell wears off, it activates again if the target speaks.

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Shackle Tile (CR 1/2)

The floor is made of various sizes of shale.

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

Trigger touch; Reset none


Several of the tiles, when trod upon, sink into the ground and a manacle snaps around the target’s ankle. Manacle (DC 18 Reflex Save, or target is entangled, requiring a DC 25 Break check or Esacpe Artist check to esacape. The manacle can also be opened with a DC 21 Disable Device check)

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

Starblade Doorknob (CR 5)

The door has a small, brass doorknob.

Type: mechanical; Perception DC 23; Disable Device DC 22

Trigger touch; Reset repair


When the doorknob is turned, small blades pop out all along the circumference. Doorknob (DC 22 Reflex Save or take 1d4 damage, and then DC 18 Fortitude save or take 1d6 Con damage)

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Punch Knocker (CR 4)

The door knocker is shaped like a closed fist.

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

Trigger touch; Reset none


When the knocker is used, it punches the target and pushes them backwards. Punch (+8 vs touch AC for 5d4 points of force damage, and target is pushed backwards 10 feet)

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


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

Anyone who enters this dungeon complex automatically levitates about 1 foot off of the ground. While levitating, the targets act as if a feather fall or similar spell has been cast, except they never actually touch the ground. Combat and other physical type rolls are at a -4 penalty, and the target’s CMD is at -10 against attacks that would move the target.

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One Way Door (CR 6)

The door opens into the next room.

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

Trigger touch; Reset none


The door is actually an illusion and teleports the target to another room, one without any entrances or exits… Door (DC 22 Will Save or target is teleported to a small room that looks just like the illusion, except it has no entrances or exits)

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

Sandy Cave (CR 2)

The floor of the cave is covered in sand.

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

Trigger location; Reset repair


When the trap is triggered, a huge gust of wind whips through the cave, sending sand everywhere. Sand (target takes 1d4 damage and is blinded for 1d4+1 rounds, DC 18 Reflex save negates damage and causes blindness for 1 round); multiple targets (all targets in room)

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

Glue Mist (CR 4)

A light mist is in the room.

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

Trigger proximity; Reset repair


The covers anyone who enters the room, and is harmless until the target takes damage. Mist (target must make DC 18 Fortitude save when damaged, or takes 3 bleed damage. Bleed damage cannot be stopped until the target takes off clothing/armor and spends a round cleaning); multiple targets (all targets in room)

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

Fog Door (CR 6)

As you walk through the door, a thin sheet of fog sprays down on you.

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

Trigger proximity; Reset none


When the door is opened, for pours down from the top. Fog (DC 21 Will Save or target gets a -10 penalty to Will saves and Wisdom checks for 2d6 rounds); multiple targets (all targets that pass through door within 1d4 rounds)

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

Illusionary Hilts (CR 4)

Several swords are set into a wooden block.

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

Trigger touch; Reset none


The swords are actually set in backwards, with the tip of the blade facing out and masked by an illusion. Pulling them cuts the hand. Swords (+16 vs. AC for 1d8 damage plus 1 bleed damage)

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

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