Author Archives: pfworks

Portrait Guardians


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

The treasure room has several tall, framed, blank canvasses on the wall. Each round, one of the canvasses takes on the likeness of a party member, causing 1d6 points of Charisma loss. This continues until the party leaves.

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Chicken Bone (CR 1/2)



A couple of potions are on a shelf.

Type: mechanical; Perception DC 19; Disable Device DC 16

Trigger touch; Reset none

Effect

One of the potions has a small chicken bone in it. Chicken Bone (DC 14 Fortitude Save or gain the suffocating condition. This condition can be removed with magical healing or a DC 15 Heal check)

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

Pile of Cannonballs (CR 2)



A large pile of cannonballs is in the center of the room.

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

Trigger proximity; Reset Repair

Effect

The cannonballs are stacked upon a section of the floor that resonates when people walk in the room. Cannonballs (If any target walks more than 30′ in a turn, the cannonball pile collapses, sending cannonballs all through the room. DC 19 Reflex Save or take 1d6 damage, and entire room becomes difficult terrain) multiple targets (all targets in room)

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

Thanks For Dropping By (CR 9)



A crown sits on the top of the tower.

Type: magical; Perception DC 34; Disable Device DC 34

Trigger touch; Reset none

Effect

When the crown is touched, the crown, and everything in a 10′ radius is rendered weightless inside a sphere. This sphere then moves over the edge of the tower, and disappears, causing the contents to plunge to the earth. Sphere (DC 27 Reflex Save or be trapped in sphere, falling 100′ for 10d10 damage); multiple targets (all targets within 10′)

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

Very Clear Glass (CR 4)



An open doorway leads outside.

Type: mechanical; Perception DC 27; Disable Device DC 17

Trigger touch; Reset none

Effect

The doorway is filled with a very thin, very clear pane of glass that shatters if a PC walks into it. Glass (+16 melee for 1d6 + 1d2 bleed damage)

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

Muddy Hallway (CR 3)



The dirt floor of this hallway is wet.

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

Trigger proximity; Reset none

Effect

Halfway down the hallway, when trod upon, 20′ of the 10′ wide hallway becomes thick mud. Mud (DC 18 Reflex Save or become immobilized for 1d2 rounds, unable to move, attack or cast spells, successful save cause target to move at half speed); multiple targets (all targets in the 4, 10′ squares affected)

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

Loose Flagstones on Stairs (CR 1)



The stairway down is made of uneven stone that is loose in places.

Type: mechanical; Perception DC 18; Disable Device DC 16

Trigger touch; Reset none

Effect

Several of the flagstones are loose. If stepped on, they break free. Loose flagstones (DC 18 Reflex save or fall down stairs, taking 1d6 damage and knocked prone)

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

Trading Places


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

When one of the PC’s is attempting a task that is especially dangerous and requires a skill, like tight rope walking, disarming a trap, etc, they randomly swap places with another PC.

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Narrowing Spiral Stairs (CR 5)



A narrow spiral stairway descends into darkness.

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

Trigger proximity; Reset none

Effect

The stairway is a very tight fit for medium creatures. As the party progresses down the stairs, the stairway behind them narrows to the point of not allowing passage by creatures of medium size or larger. The walls are solid stone, and 20′ of passageway is affected,

Categories: CR5, Pathfinder | Tags: | Leave a comment

Flammable Tapestries (CR 7)



The walls are littered with torches and old tapestries.

Type: mechanical; Perception DC 22; Disable Device DC 18

Trigger touch; Reset none

Effect

Several of the torches are made of precious metals. However, if they are removed before being extinguished, the adjacent tapestries catch on fire. Within 1 round, they all burn, and, in round 2, the heat causes the weak ceiling to collapse. Ceiling (6d6 damage, DC 22 Reflex Save for half damage. Terrain becomes difficult, and a DC 18 Acrobatics check is required to move more than 5′ per turn. While in collapsed area, targets takes 1d6 fire damage per round); multiple targets (all targets in room)

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

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