Author Archives: pfworks

Sodium Bridge


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

A stone bridge crosses a deep river. The bridge collapses and falls into the water when a few people are on it. The coating quickly wears off, exposing sodium, which explodes. Like 50d6 exploding.

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

Moss (CR 2)



Everything in here is covered in slippery moss.

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

Trigger touch; Reset none

Effect

The moss covers everything, and makes opening the doors difficult, unless it it wiped away, but hiding under the moss are small razor blades, and the moss itself is poisonous. Moss (DC 17 Reflex Save or take 1 damage, plus poison – DC 17 Fortitude Save or take 1d6 Con damage)

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

Earthen Door (CR 8)



The door is set into a 5 foot thick earthen wall.

Type: magical; Perception DC 32; Disable Device DC 32

Trigger proximity; Reset none

Effect

Once the target passes through the door, the wall seals behind them. Earthen Door (DC 25 Reflex Save or target is behind a 5 foot thick earthen wall, which has 180 HP or can be broken with a DC 60 Strength check)

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

Blasting Zone (CR 3)



The cave ceiling is cracked, with several loose looking rocks hanging down.

Type: mechanical; Perception DC 19; Disable Device DC 22

Trigger proximity; Reset none

Effect

Vibrations loosen the rocks, which fall and explode. Rocks (For each movement or combat action, 1d4 rocks fall. Each rock does 1d4 damage in a 10′ radius, with a DC 14 Reflex Save for half damage); multiple targets (all targets in cave)

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

Inductive Floor Tiles (CR 4)



The floor tiles are smooth.

Type: mechanical; Perception DC 22; Disable Device DC 21

Trigger touch; Reset none

Effect

Any metal that comes within 3′ of the tiles heats up. Tiles (1d6 heat damage per round to targets wearing metal armor); multiple targets (all targets within 3′ of tiles)

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

Two Keyholes (CR 2)



This locked door has two keyholes.

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

Trigger touch; Reset Repair

Effect

The only way to unlock this is to open both at once, but that completes an electrical circuit. Two Keyholes (4d6 electricity damage, DC 19 Fortitude Save for half damage)

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

Catchy Desk (CR 2)



An ornate desk is in the corner, with the drawer slightly pulled out. There’s something shiny in the drawer.

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

Trigger touch; Reset Repair

Effect

When the drawer is opened, it catches onto a piece of clothing or armor, and shuts and locks. Desk (+8 CMB attack to entangle target. If entangled, it requires either destroying the desk, 10HP, hardness 2, or a DC 23 Disable Device check to open the drawer. The target can also remove the clothing or armor)

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

Molasses


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

A large batch of molasses in this cave complex boils over, sending a 10ft wave of molasses thru the caves. Anyone stuck in the molasses immediately begins drowning, and it takes a pretty hefty check to escape, and subsequently move, without getting stuck again.

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

An Expensive Tapestry (CR 6)



A large, blank tapestry, edged in gold hangs on the wall.

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

Trigger touch; Reset none

Effect

The target’s coins and loose gems become embroidered onto the cloth and disappear from their person. Tapestry (DC 22 Fortitude Save or target’s coins and loose gems are transformed into 2d embroidered replicas on the tapestry, and stay there for 9 days. 5% of these tapestries cause the objects to remain permanently. In this case, the CR of this trap is CR 8, and the Save is DC 23)

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

Don’t Let the Door Hit You in the Butt, or the Face (CR 2)



A strong iron door is closed before you.

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

Trigger touch; Reset Repair

Effect

If the door is forced open, it swings back. Door (If the door is forced open, DC 28 Break or Strength check, the target takes 2d6 damage, DC 21 Reflex Save negates)

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

Blog at WordPress.com.