Author Archives: pfworks

Dangling Key (CR 4)



The door at the end of the room is locked, but a key dangles from the ceiling at the end of a wire.

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

Trigger touch; Reset none

Effect

If the key is touched, lightning travels down the wire and through the key. Dangling Key (7d6 electricity damage, DC 19 Reflex Save for half damage)

Lightning Bolt

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

Illumination (CR 1)



The corridor ahead is dark.

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

Trigger proximity; Reset none

Effect

As the party moves down the corridor, it begins to light up on the far side, around the corner, alerting the guards.

Light

Categories: CR1, CR3, Pathfinder | Tags: | Leave a comment

That Was There Just a Second Ago (CR 3)



A platform is suspended in mid air above the deep crevasse.

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

Trigger proximity; Reset none

Effect

If a target jumps for the platform (DC 10 Jump) the platform levitates. Platform (DC 19 Reflex Save or target falls, taking 8d6 damage)

Levitate

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

Legendary (CR 7)



Sitting in a display case in the middle of the room are some stunning weapons.

Type: magical; Perception DC 31; Disable Device DC 31

Trigger touch; Reset none

Effect

The weapons used to be the property of a notorious thief and assassin. The current owner displays them as trophies. If they are taken, the new owners will become “legendary”, attracting many “fans”. Legendary (DC 24 Will Save or target becomes legendary. All creatures within one day’s travel of the target will associate the legends of the thief/assassin with the target. This effect can be removed with dispel magic, remove curse, wish or limited wish, and the effect has a CL of 11)

Legend Lore

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

Which Way? (CR 1)



Several doors, placed at odd angles are in this room.

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

Trigger proximity; Reset none

Effect

The target will always think that north is in a certain direction. Which way (DC 15 Will Save or when target tries to navigate, they will think that north is a certain direction, determined by a d4 (1 – North, 2 – East, 3 – South, 4 – West))

Know Direction

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

Don’t Knock It


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

Every thing that the party tries to secure in this area, be it a door, piton, rope, whatever, is automatically loosened or opened as if a knock spell were cast on it.

Knock

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

Arrow Traps (CR 4)



Beyond the arch is a hallway. Several holes are in the bricks of the walls. A quiver hangs right outside the arch, and contains 4 arrows.

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

Trigger proximity; Reset none

Effect

The hallway if full of arrow traps. Arrow trap (+6 ranged melee for 1d8 damage). However, if an arrow is not left as a tribute, each arrow fired from an arrow trap has a crit threat range of 19-20)

Keen Edge

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

Max Headroom (CR 2)



A small pit is in the middle of the hallway. It is easily jumped over.

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

Trigger proximity; Reset none

Effect

The pit is 5 feet across and is a DC 5 to jump. Right before the target jumps, they get a slight turbo boost. Max Headroom (DC 16 Will Save or target gets a +10 bonus to Acrobatics check to jump pit. If resulting roll is 20 or higher, the target hits the ceiling, which is covered in small spikes, taking 2d6 damage plus 1d6 bleed damage)

Jump

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

Dance Off (CR 9)



A majestic statue of a bard stands before you.

Type: magical; Perception DC 33; Disable Device DC 33

Trigger proximity; Reset none

Effect

When the target gets close, the bard begins to play and dance. Dance Off (DC 27 Will Save or target begins to dance to the music. While dancing, target get a -4 penalty to AC, -10 penalty to Reflex Saves and can’t get a bonus from a held shield. Target also provokes attacks of opportunity. Each round, target makes an opposed Dexterity, Acrobatics, or Perform check against the bard (+20 perform). If target succeeds, he stops dancing. Otherwise, only a dispel magic, remove curse or wish can stop it (CL 18) or the statue can be destroyed (Hardness 20, HP 100, each 10 hp of damage reduces the perform bonus of statue by 1))

Irresistible Dance

Categories: CR9, Pathfinder | Tags: | Leave a comment

That’s A Big Door (CR 7)



A flimsy wooden door opens into the next room. You can almost see through it.

Type: magical; Perception DC 31; Disable Device DC 31

Trigger touch; Reset none

Effect

If the disable device check fails, the door becomes as strong as steel (10 Hardness, 60 HP) and is invulnerable to fire.

Ironwood

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

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