Author Archives: pfworks

I Can’t See (CR 7)



This room is full of rings, wands and whatnot.

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

Trigger touch; Reset none

Effect

If any of the objects are touched, the target’s vision is obscured by the multitude of different, now visible, magic auras in the room. Aura (DC 24 Will Save or target is blinded for 11 rounds); multiple targets (all targets in room)

Analyze Dweomer

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

Altercation


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

Every time the target interacts with another person, they change into a humanoid that the person they are interacting with hates, dislikes or would otherwise act awkwardly around. This interaction, of course, suffers penalties to about any check that matters.

Alter Self

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Aligning Aura (CR 3)



A golden framed chest sits in the back of the room.

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

Trigger touch; Reset none

Effect

If the chest is opened, the target takes on an aura that grants align weapon to the target’s attackers. Aura (DC 18 Will Save or when target is attacked, the target attacker’s weapons are granted an alignment that allows it to bypass any DR. If there is no DR, the target becomes vulnerable to that weapon. This effect lasts for 3 minutes)

Align Weapon

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

Mobile Alarm (CR 2)



A small door leads to the back office.

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

Trigger touch; Reset none

Effect

If the target opens the door, an alarm. clearly audible from 60 feet away rings out on the person. It lasts for one round. After that, for 2 hours, each time the target opens a door, the alarm sounds again for 1 round.

Alarm

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

Air Stairs (CR 5)



An ethereal stairway heads up.

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

Trigger location; Reset none

Effect

Once the stairs are mounted, the targets begin to walk on air. Ascending the stairs is like climbing a steep hill. When the target is 100 ft up, he reaches a 30′ square platform with a chest. If the chest is disturbed, a wind blows, blowing the target 10′ towards the nearest edge at the end of the round. This effect lasts until the target leaves the platform, or a total of 7 minutes since ascending the stairs has passed. The walking on air effect is not present if the 7 minutes passes, or the target leaves the stairs or platform. At that point, the target immediately falls to the ground.

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

Construct Room (CR 2)



The room is full of valuable items.

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

Trigger proximity; Reset none

Effect

A few of the items are constructs , and if any of the items in here are disturbed, they attack. The constructs benefit from an aid spell, and get +1 on attack rolls, plus 1d8+1 temporary hit points.

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

Puddles (CR 1)



The floor is uneven and filled with small puddles.

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

Trigger proximity; Reset none

Effect

When a target gets within 25 ft. of a puddle, it empties and flies through the air to strike the target. Puddles (+2 ranged touch attack for 1d3 acid damage)

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

Don’t Open That Bottle (CR 7)



A glass bottle, full of clear liquid sits on the table. The bottle is wrapped in gold filigree.

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

Trigger touch; Reset none

Effect

If the bottle is opened, the room fills up with misty vapors. Bottle (The vapors deal 2d6 acid damage each round, cause a -2 penalty on melee attack and damage rolls, slow movement by 1/2, prevent non-magical ranged weapon attacks, and obscure sight (concealment 5′, total concealment > 5′ for 11 rounds); multiple target (all targets in room)

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

Contact Poison


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

Every surface in this dungeon is coated with a deadly poison. Targets are fine until they are injured. Then they must make saves or lose 1d6 Con. It should take 1d2+1 consecutive successful saves to cure.

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Bad Directions (CR 3)



The path goes many ways, but signs are posted along the way, with helpful arrows pointed out the correct way.

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

Trigger proximity; Reset none

Effect

If the target strays from the path, the arrow fires at the target. Arrow (+4 ranged touch attack for 2d4 acid damage. Unless neutralized, it deals another 2d4 damage the following round)

Acid Arrow

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

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