Author Archives: pfworks

Rolling Ball (CR 7)



A large, spiky ball rolls down the corridor.

Type: mechanical; Perception DC 24; Disable Device DC 23

Trigger location; Reset none

Effect

A large, spiky ball comes down the corridor, if it strikes someone, the spikes break off and the ball stops, otherwise, it hits the back wall and explodes. Spiky Ball (DC 22 Reflex save or take 3d6 piercing damage) Exploding Spiky Ball (10d6 fire damage, DC 24 Reflex save for half damage); multiple targets (all targets within 30′)

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

Gravity, again.


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

We’ve done the reverse gravity, etc. In this room, gravity is out of phase by 30-45 degrees. Walking on the floor requires acrobatics checks, melee is at a penalty, and ranged melee even more so. If you are especially cruel, throw some traps that involve stuff dropping, make some popcorn, sit back, and enjoy.

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

Itching Powder Sand Bags (CR 3)



The hallway ahead is narrow.

Type: mechanical; Perception DC 21; Disable Device DC 19

Trigger location; Reset Repair

Effect

Sandbags full of an itching powder fall on the target’s head. Sandbag (DC 18 Reflex save or take 1d6 damage, then, all targets within 30′ must make a DC 17 Fortitude save or become nauseated for 1d4 rounds); multiple targets (all targets within 30′)

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

Petrifying Statue (CR 5)



A statue is near the door, its hand reaching out for you.

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

Trigger proximity; Reset none

Effect

The statue’s hand and arm stretches out to attack the nearest target. Statue (+6 vs. touch AC, successful hit deals 1d4 Dex damage and slows the target. A DC 21 Fortitude Save negates the slow effect. The statue will attack, once per round the same target as long as it is within 30′. If the target’s Dex is reduced to zero, it is petrified permanently into stone.)

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

Swinging Portcullis (CR 2)



A closed portcullis blocks the way.

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

Trigger touch; Reset none

Effect

When the portcullis is lifted (DC 18 Strength check) it goes all the way up, triggering a second portcullis which swings out from behind towards the party. Portcullis (DC 18 Reflex Save or take 3d6 damage and be knocked prone); multiple targets (all targets within 10′ in front)

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

I Don’t Need a Heal (CR 4)



A large portrait of a judge is at the end of the hall.

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

Trigger proximity (alarm); Reset none

Effect

Once a target gets within 30′ of the portrait, it is affected by a loathing of the cleric or paladin in the party. Loathing (DC 19 Will Save or target gains nauseated condition whenever they are within 60′ of the cleric, or paladin if no cleric. If neither of these, choose a spellcaster with healing abilities or a party member at random, this effect lasts for 5 days)

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

Weak Shale Tiles (CR 3)



The floor is made of uneven shale tiles.

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

Trigger location; Reset none

Effect

Several of the tiles cover shallow pits and are weak. Stepping on one of these tiles causes it to break. Tiles (Each movement action, target must make a DC 19 Reflex Save or take 1d2 damage and fall prone); multiple targets (all targets in room)

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

Boiling Oil (CR 2)



An archway is ahead.

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

Trigger location; Reset repair

Effect

The ceiling of the archway contains several holes. A kobold tending a pot of boiling oil pours it on anyone who passes through. Boiling Oil (DC 18 Reflex Save or take 3d6 fire damage, those within 5′ of target must make a DC 18 Reflex Reflex Save or take 1d6 splash damage)

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

Statues with Trench Coats


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

This hallway is lined on each side with statues. Each statue wears a trench coat. As the party passes the statues, the coats open to flash the party. Each “flashing” creates an appropriately leveled offensive spell directed at the party.

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Silence the Sentry (CR 2)



The doors and windows to this room are locked.

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

Trigger proximity (alarm); Reset none

Effect

Anyone entering the room will not be able to call out when whatever bad stuff befalls them. Silence the Sentry (DC 16 Will Save or target is unable to make a loud noise, those further then 15′ away will be unable to hear anything they say. The effect lasts for one round)

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

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