Author Archives: pfworks

Twisted Carpet (CR 3)



The carpet’s patterns are dizzying and seem to be in motion.

Type: magical; Perception DC 27; Disable Device 27

Trigger location; Reset None

Effect

If one of the patterns is stepped on while in motion (DC 18 Acrobatics check to avoid) then the target’s is twisted. Twisted Carpet (DC 18 Will save or target’s next melee attack affects a random target)

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

Qualm Before the Storm (CR 3)



A painting of a ship at sea is at the end of the hall.

Type: magical; Perception DC 27; Disable Device 27

Trigger proximity; Reset 1 day

Effect

When a target gets within 10′ of the painting, it animates. The calm sea becomes a raging one, tossing the ship about. Qualm (DC 18 Will save or take -10 on all ability, skill and concentration checks for 3 minutes, or until 1 round is spent doing nothing)

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

Mirrored (CR 2)



A fancy mirror is at the end of the hall.

Type: magical; Perception DC 26; Disable Device 26

Trigger proximity; Reset None

Effect

When a PC gets within 10 feet of the mirror, the mirror shatters; he and the next PC become linked. The next time either one of them takes damage from an attack, the damage is split evenly between the two of them, DC 16 Will save negates.

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

Hostile Spellbook (CR 2)



A spellbook sits on the desk.

Type: magical; Perception DC 26; Disable Device 26

Trigger visual; Reset None

Effect

When the spellbook is opened, whoever begins to read it becomes a target for the next round of combat. (DC 16 Will Save negates)

Categories: CR2, Pathfinder | Tags: | 3 Comments

Magnetic Room


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

Reading about the LHC…

The PC’s enter a large room, with tubes and pipes along the walls. At some point, all metal in the room becomes magnetized, and the PC’s that have metal armor/weapons find themselves either attracted or repulsed with an extremely strong force – strong enough for metal swords to puncture armor, for instance.

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

Bubble Wrap Floor (CR 2)



The floor has warped, leaving many bubbles.

Type: mechanical; Perception DC 19; Disable Device 26

Trigger location; Reset None

Effect

It requires a DC 18 Acrobatics check per move action to not step on a bubble. If a bubble is stepped on, it makes a very loud noise.

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

Studded Floor (CR 3)



The stone tiles on the floor are covered in small, sharp studs.

Type: mechanical; Perception DC 22; Disable Device 19

Trigger location; Reset None

Effect

Several of the tiles tilt when stepped on. Studded Tile (DC 21 Reflex save or take 1d6 bleed damage and fall prone)

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

Uneven Carpet (CR 1/2)



The carpet here is old and worn.

Type: mechanical; Perception DC 16; Disable Device 16

Trigger location; Reset None

Effect

Anyone walking on the carpet can trip. Trip (DC 12 Acrobatics check per movement or trip)

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

Old Brick Wall (CR 2)



A door is set into an old brick wall.

Type: mechanical; Perception DC 19; Disable Device 19

Trigger touch; Reset None

Effect

The door is supporting the wall, if it is opened, the wall collapses. Wall (DC 18 Reflex save or take 2d6 damage); multiple targets (all targets within 10′ of wall)

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

Air Injection (CR 4)



A small, iron-bound chest sits in the corner of this room.

Type: mechanical; Perception DC 21; Disable Device 19

Trigger touch; Reset repair

Effect

A small needle is attached to an air pump, and injects a large amount of air into the target. Injection (DC 19 Reflex save avoids, otherwise, DC 21 Fortitude Save or take 2d6 Con damage)

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

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