Author Archives: pfworks

Fire and Brimstone Bridge (CR 7)



A small bridge leads across the wide chasm in this underground cave. A firestorm rages on the middle of the bridge.

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

Trigger location; Reset none

Effect

The walls and ceiling of this cavern are difficult to climb (DC 25) but it could be done easily with magical assistance. The chasm is deep, though, 500ft. The firestorm is produced from the ceiling and falls into the middle. The fire does 4d4 fire damage per round to anyone in the middle of it. In the middle of the chasm, centered on the bridge, an antimagic field pops into effect should anyone try to cross the chasm via the bridge, walls, or any other mechanism.

Antimagic Field

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

Sewer Entrance (CR 7)



A large pool of water is below the sewer entrance.

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

Trigger touch; Reset none

Effect

The pool is covered by an anti-life shell. Any targets jumping down will be deflected to the side. Entrance (2d6 falling damage)

Antilife Shell

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

Noose Climb (CR 2)



A knotted rope hangs down the side of the stone wall.

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

Trigger touch; Reset none

Effect

The rope is easy to climb (DC 10 Climb check) and is 40′ long. However, about halfway up, the rope animates and wraps around the target’s neck, and then the a knot above is undone, and the rope abruptly drops 10 feet. Noose (DC 16 Reflex Save or become entangled, then take 4d6 damage as the target drops 10 feet, and begin to suffocate. Freeing oneself from the rope requires a DC 20 Escape Artist check)

Animate Rope

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

Potted Plants (CR 8)



Several potted plants sit on high shelves.

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

Trigger proximity; Reset none

Effect

13 of the potted plants animate, and jump down from the shelves to shatter upon the heads of the targets. This is an attack, use the statistics for a small animated object, but the damage is 1d8 for the initial attack. The plants continue to attack for 13 rounds after jumping.

Animate Plants

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

Warehouse


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

This warehouse is full of strange, exotic and valuable goods. However, it is protected by magic. If any objects are removed, once they reach the edge of the warehouse, they animate, along with 1d100 other small object (or their equivalent) in the warehouse which attack.

Animate Objects

Categories: exTRAPaganza | Tags: , , , , | Leave a comment

Rats! (CR 4)



Piles of tiny bones lie around a golden idol.

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

Trigger touch; Reset none

Effect

If the idol is touched, the skeletons, which are rats, animate, essentially becoming 6 undead rat swarms. These are like a normal rat swarm, but with the same undead qualities as skeletons.

Animate Dead

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

Whoa! (CR 3)



A small statue, mounted on a spring, pops out of a music box as you ride by.

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

Trigger proximity; Reset none

Effect

The statue and music cause animals within 30′ to stop and stare. Whoa! (DC 18 Will save or target animal is fascinated for 2d6 rounds.) multiple targets (2dd HD worth of animals in a 30′ radius)

Animal Trance

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

Stampede (CR 9)



A large herd of cows grazes just ahead.

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

Trigger proximity; Reset none

Effect

When the target approaches the herd, it is changed into the form of a ferocious giant wolf. This causes the herd to stampede. Stampede (+16 vs. CMD or target is knocked prone, stunned and takes 8d8 damage); multiple targets (all targets within 100 ft)

Animal Shapes

Categories: CR9, Pathfinder | Tags: | Leave a comment

Mouse (CR 3)



A small hole, perhaps chewed by a rodent, is at the bottom of the door.

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

Trigger proximity; Reset none

Effect

If a target approaches the door, a small mouse, carrying a small bell, runs out of the wall and through the door, causing the bell to ring. The bell can be heard for 3 rounds.

Animal Messenger

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

Dismount (CR 6)



There is a small bridge in front of you that crosses a deep gorge.

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

Trigger location; Reset none

Effect

About halfway across, the target’s mount becomes enlarged, twice its and eight times its weight, this causes the rider some distress, and also causes the bridge to collapse the next round. Dismount (DC 15 Ride check or fall out of saddle. Falling out of saddle or being on the bridge when it collapses requires a DC 21 Reflex Save or target falls in gorge, taking 10d6 damage)

Animal Growth

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

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