Author Archives: pfworks

Shaken, not Stirred (CR 2)



A martini with two olives sits on a table.

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

Trigger proximity; Reset none

Effect

When the target gets close, the olives turn, exposing them to be eyeballs that blink once or twice. Shaken (DC 16 Will Save or target is shaken for 1 minute)

Doom

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

Gotta Run (CR 6)



A large chest is in the center of the room. It is wrapped in chains.

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

Trigger touch; Reset none

Effect

If a target touches the chest, the chest speaks, and tells the target to “Leave the dungeon and go outside.”. Gotta Run (DC 22 Will Save or target must immediately make their way towards the dungeon entrance and go outside. They can’t return for 9 days)

Dominate Person

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

Fetch (CR 4)



A stick flies out from around the corner, landing far away down the hall.

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

Trigger proximity; Reset none

Effect

If the party has any animal companions or mounts, a random one is forced to go chase after the stick until it is retrieved, and bring it back to the spot it vacated. Fetch (DC 19 Will Save or animal flees for 2 rounds)

Dominate Animal

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

Do Me No Favors (CR 2)



A statue of an obscure deity pours water into a fountain. A sign written in Abyssal says “Fortune Favors the Bold”. A few stray coins are in the fountain.

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

Trigger proximity; Reset none

Effect

If an offering of at least 1gp is put into the fountain, nothing happens. Otherwise, the next evil creature encountered by the party gets a +1 bonus to attack and damage rolls for the duration of that combat.

Divine Favor

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

Quantum Effect (CR 5)



A statue is ahead, and speaks to the party. “Ask me a single question.”

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

Trigger proximity; Reset none

Effect

The statue will answer truthfully any one question regarding a specific event, goal or activity that will occur within 1 week. However, when answered, either the specifics or the timing of the event will change.

Divination

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

My Weapon Hurts


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

The targets are affected with a temporary disease that gives them undead traits, and makes them undead for purposes of vulnerabilities. All of the traps in this area have been enhanced with to destroy undead creatures that they strike. Thus, anyone who takes damage from a trap will be utterly destroyed; only a wish or similar will bring them back.

Disrupting Weapon

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Undead Door (CR 1)



The walls of this room are lined with motionless undead.

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

Trigger proximity; Reset 1 round

Effect

If a target is within 10′ of the exit door, a ray shoots from it at a random undead creature, waking it. Undead Door (+2 ranged touch attack vs. undead for 1d6 damage. A successful strike awakens it);

Disrupt Undead

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

A Little to the Left (CR 4)



A petrified creature sits on the edge of small ledge, an easy jump across.

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

Trigger proximity; Reset none

Effect

The petrified creature has been displaced, and is actually about 2 feet away from where it seems. The DC to jump across is easy, DC 5. However, if a target jumps to an empty spot, they’ll strike the petrified creature. Left (DC 19 Reflex Save or fall, taking 6d6 damage)

Displacement

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

Dispelling Sphere (CR 6)



A sphere floats up ahead, changing colors.

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

Trigger proximity; Reset none

Effect

If a target tries to pass the sphere, it attacks, randomly changing colors. The sphere changes between blue, black, white and yellow. It will attack the closest target that matches it’s color. Blue – chaotic, black – good, white – evil, yellow – lawful. The sphere will make a +5 touch attack against the target. On a successful hit, the target will lose a single magical enchantment, and creature of an opposite alignment characteristic will get a +4 deflection bonus to AC for the next 1 hour. The sphere attacks for 6 rounds before dissipating. It moves 60′ per round.

Dispel Chaos, Dispel Evil, Dispel Good, Dispel Law

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

Planar Door (CR 6)



The doorway is a large wheel, partitioned in several arcs. Each arc is filled with runes. A pointer type symbol is at the top. The center of the wheel is a brass button.

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

Trigger touch; Reset none

Effect

The runes in each arc are in celestial, and each has the long name of a plane. To open the door, the wheel must be turned and the button pushed. The wheel will swing aside, and it will be a portal to the plane on the wheel. If the current plane is chosen, it will just be a door. However, to travel through the door, a DC 21 Will Save must be made, or the target will be returned to his or her home plane. On a failure, there is also a 20% chance that the target will be returned to a random plane on the wheel.

Dismissal

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

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