Author Archives: pfworks

Skewer Pipes (CR 5)



A small pipe, big enough to crawl through, leads out of the room.

Type: mechanical; Perception DC 22; Disable Device 24

Trigger location; Reset Repair

Effect

When the target gets about 40′ down the pipe, a long, spiral skewer shoots out. Skewer (DC 22 Reflex save or take 1d6 bleed damage and become entangled and pinned, requiring a DC 22 Escape Artist or CMD check to escape. Escaping also deals an additional 1d6 bleed damage)

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

Greenhouse Gasses


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

I’m watching a show and they are in a cave.

As the PC’s descend into the cave complex, it slowly gets hotter and the air gets harder to breathe. After a time, PC’s become fatigued, then exhausted, and eventually, unconscious where they will die.

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Saddle Horse (CR 1)



The floor is made of evenly spaced flagstones.

Type: mechanical; Perception DC 19; Disable Device 18

Trigger location; Reset Repair

Effect

The two sides of the floor collapse, leaving a thin strip of floor that the PC straddles. Saddle Horse (DC 17 Reflex save or PC takes 1d4 damage, falls prone, and becomes nauseated for 2d4 rounds)

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

Dimension Door (CR 2)



The air around the door seems to sparkle.

Type: magical; Perception DC 26; Disable Device 26

Trigger location; Reset None

Effect

Anyone that walks thru the door is either increased or reduced in size when they pass through. Dimension Door (DC 16 Fortitude Save or become 1 size larger or smaller, 50% chance)

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

Sharp Latched Door Handle (CR 1)



The door handle is operated by a pull-in latch.

Type: mechanical; Perception DC 17; Disable Device 17

Trigger touch; Reset Auto

Effect

If the latch is pulled, it reveals a sharp blade. Latch (DC 16 Reflex save or take 1d4+1 damage)

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

Pinecone Grenades (CR 2)



Several trees are laden with overlarge pinecones.

Type: mechanical; Perception DC 19; Disable Device 19

Trigger proximity (alarm); Reset None

Effect

Pinecones fall from the trees and explode, sending sharp shrapnel everywhere. Pinecones (1d6 damage + 1d3 bleed damage, DC 18 Reflex save for half damage and negate bleed damage); multiple targets (all targets within 20′ of pinecone)

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

Mountain of Pellets (CR 7)



An avalanche of pellets comes rolling down the hall, towards a hole in the floor!

Type: mechanical; Perception DC 23; Disable Device 24

Trigger location; Reset Repair

Effect

The pellets roll down the hall at 40′ per round and are size large. Pellets (anyone in same square as pellets takes 1d10 damage per round. Pellets attack at +22 CMB and grapple the target(s). Grappled targets move with the pellets, requiring a DC 32 Escape Artist or CMD check to escape. Once the pellets reach the hole they fall in, dealing an additional 1d10 damage to trapped targets. They heat up on the bottom for one round, dealing and additional 1d6 fire damage, then fire explosively out of the hole, dealing 4d10 additional damage to each grappled target); multiple targets (all targets in 10′ square)

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

Spell Sucker (CR 8)



Something doesn’t feel right here.

Type: magical; Perception DC 32; Disable Device 32

Trigger proximity (alarm); Reset None

Effect

When this spell goes off, it removes spells from casters. Spell Sucker (DC 27 Will save or lose highest level spell or spell slot); multiple targets (all targets in 20′ burst)

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

Meteor


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

I was reading about kinetic weapons

A meteor falls from the sky, landing near the party. It could be small, but that would be no fun. It should be the size of a barn and do some truly epic damage.

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Icy Prison Falls (CR 6)



A river, shallow enough to ford, is about 20 feet below you. Downriver a ways, you can hear what appears to be a waterfall.

Type: magical; Perception DC 30; Disable Device 30

Trigger location; Reset None

Effect

A target which enters the water becomes encased in ice and floats down the river towards the falls. Ice (become trapped in 5 inches of ice, which has 15 HP, DC 22 Reflex save or also be helpless, otherwise entangled. Each round target takes 1d3 cold damage. In 5 rounds, target floats over waterfall, where ice is broken up on impact, but target takes 8d6 falling damage)

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

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