Author Archives: pfworks

Rocket Chest (CR 5)

A heavy, iron chest sits at one end of the room. The walls in here have spikes.

Type: mechanical; Perception DC 22; Disable Device 21

Trigger location; Reset None


If the chest is opened, rockets fire off, smashing the chest into the PC and driving them into the wall. Rocket Chest (DC 24 Reflex Save or take 2d6 bludgeoning damage plus 3d6 piercing damage, and be pushed into the spikes)

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

Static Carpet (CR 6)

The carpet is very thick and the air is very dry.

Type: mechanical; Perception DC 23; Disable Device 24

Trigger location; Reset None


About halfway down, static builds up and discharges. Static Discharge (5d6 damage, DC 21 Reflex Save for half damage); multiple targets (all targets in a 30′ line from triggering character)

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

Razor Blinds (CR 6)

A set of blinds is partially closed, obscuring the view out the window.

Type: mechanical; Perception DC 22; Disable Device 23

Trigger touch; Reset Repair


If the blinds are altered or opened, they constrict on the PC violently; the blinds are razor sharp. Blinds (+18 vs. AC or take 3d6 damage plus 1d6 bleed damage)

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

Portal Pits (CR 6)

The hallway is long and narrow.

Type: magical; Perception DC 30; Disable Device 30

Trigger location; Reset None


At some point down the corridor, small pits appear in the ground. When stepped upon, a portal appears on the side of the wall, causing the foot going through to kick another PC. Pits (DC 24 Reflex Save or a random party member takes 1d6 points of damage)

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

Micro Teleporters

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

This is sort of how my golf game went the few times I tried.

There is a treasure in the middle of the room, with various lethal hazards around it that have to be avoided, like pits, spikes, acid, lava, etc. Also around the room are a whole bunch of micro transporters. These should activate when a PC gets near a hazard and is about to jump, make an acrobatics check or anything like that. It should not teleport them far, a few feet at most. But these things are everywhere and it should really make getting to the treasure a pain.

Oh, the area around the treasure is also dimensionally anchored, so actually teleporting there won’t work.

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

Trompe-l’œil Pit (CR 1)

The wooden floor in this hallway is worn and discolored in places.

Type: mechanical; Perception DC 16; Disable Device 16

Trigger location; Reset Auto


Halfway down the hall there is a 10’x10’x20′ pit. It has been cleverly painted to blend in to the floor if approached from this side, making it hard to see. Pit (DC 18 Reflex save or fall into pit, taking 2d6 damage)

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

Ball Bearing Ramp (CR 1)

A steep ramp heads downwards.

Type: mechanical; Perception DC 19; Disable Device 18

Trigger location; Reset Repair


Several tiny ball bearings adhere to the surface of the ramp, breaking loose with slight pressure. Ball bearings (DC 19 Reflex Save or be knocked prone, sliding to the bottom of the ramp, and taking 1d6 damage)

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

Spiked Flagstone (CR 2)

The floor is made of flagstone tiles.

Type: mechanical; Perception DC 19; Disable Device 17

Trigger location; Reset Auto


When the tile is stepped on, it compresses the spring underneath it, and slide down a sharp spike. Spiked Flagstone (DC 17 Reflex save or take 1d6 damage and have move speed reduced by 1/2 until magical healing is applied)

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

Leech Sand (CR 4)

The ground here is sandy and thick.

Type: magical; Perception DC 28; Disable Device 28

Trigger location; Reset None


The sand seems to suck in your feet as you walk. If a PC spends a movement action in the sand, they become exhausted. Sand (DC 19 Fortitude save or become exhausted for 5 minutes, a successful save means the target is fatigued instead); multiple targets (all targets in sand)

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

Blighted Chest (CR 5)

A sturdy, locked, iron-bound chest sits in the back of this closet.

Type: magical; Perception DC 29; Disable Device 29

Trigger touch; Reset None


If the chest is opened without the key (DC 28 Disable Device), a bright light flashes from the chest, followed by a cloud of greasy darkness. The bright light changes everyone’s alignment temporarily to neutral good (DC 21 Will Save negates). Then the greasy darkness covers a 20′ area and deals 3d8 damage and sickens for 1d4 rounds. (DC 21 Will save negates sickness and halves damage); multiple targets (all targets within 20′)

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

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