Author Archives: pfworks

Chime In (CR 6)


 

Wind chimes crowd the ceiling.

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

Trigger proximity; Reset auto

Effect

Each time a target attacks or moves, the chimes move and softly chime. Chime In (If the chimes make noise, a random target within 100′ of the chimes must make a DC 22 Will save, or on that target’s attack will instead target the nearest ally. If no ally can be targeted, the attack is negated. The target provides flanking for the for until the beginning of the target’s next turn. A target can choose to attack slowly, so as to not make the chimes move. This gives the target a -4 penalty to attacks. For spells, the target must make a Concentration check with a -4 penalty); multiple targets (all targets in room)

Foe to Friend

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

Fly on the Wall (CR 8)


 

Several sticky strips hang from the high ceiling. The floor is a large grate.

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

Trigger proximity; Reset none

Effect

The floor begins to drop when the trap is sprung. Fly on the Wall (Once the floor drops 30ft, each target gains the ability to fly. Two rounds, and 30 more feet later, a giant fan blows underneath the floor. Large or smaller creatures that are flying must make a Fly check with a -12 penalty or be blown upwards into the strips. The strips are very sticky, and a DC 30 Escape Artist check is required to unstick a target. The strips are also caustic, and do 1d4 acid damage each round to a stuck target. The targets can fly for 140 minutes, and once the fly duration ends, the fan stops blowing. At that point, any target that frees oneself from the strips falls 90 ft, taking 9d6 damage); multiple targets (all targets in room)

Fly, Mass

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

Fall Through the Cracks


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

The top floor of this tower (reached by a very long spiral staircase) has big cracks in its paving stones. After a target has been in the room for 2 rounds, all targets take on a slick, oily appearance. Characters can squeeze into cracks with their gear with ease. The room bursts into flames, and the concussion pushes them into the floor, where they will take damage unless they let themselves form into the cracks. However, once in the cracks, they discover that they are highly viscous, and they squirt out the other side, and fall 100 feet.

Fluid Form

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Drapes (CR 2)


 

A thick set of drapes cover the southern wall.

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

Trigger touch; Reset none

Effect

The drapes reveal a bright flash of light. Drapes (DC 16 Fortitude save or target is dazzled for 1 minute); multiple targets (all targets within 10′)

Flare Burst

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

Glowing Runes (CR 3)


 

Several glowing runes are on the door.

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

Trigger touch; Reset none

Effect

1d4 + 1 glowing runes are on the door. When the door is opened, the runes fly from the door and land on the targets. Glowing Runes (1d4 + 1 runes fly from the door, each landing on a random target, it’s possible for a single target to be hit with more than 1 rune. For each rune that hits a target, the target must make a DC 18 Will Save, or the glowing rune will appear somewhere on the target, preferable the armor or shield. The next time the target is struck in melee combat, the target’s opponent is granted an extra 1d6 fire damage to their melee attacks for 3 rounds. If a target has multiple runes, the extra rune does not activate until the first rune’s duration has been expended); multiple targets (all targets within 30′)

Flames of the Faithful

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

Put Out That Torch (CR 5)


 

Hundreds of old scrolls lie on tables and shelves in this massive scriptorium. The entrance is marble floored, and is clear of any scrolls or furnishing for the first 100 feet.

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

Trigger proximity; Reset auto

Effect

Any fire source that enters the room erupts into a geyser of liquid flame. Put Out That Torch (Non-magical fires are extinguished, and those within 60′ take 5d6 points of fire damage and catch on fire. A DC 21 Reflex save halves the damage and the target does not catch on fire. Additionally, targets within 120 feet must make a DC 21 Will Save or be blinded for 1d4+1 rounds. Extinguished fires cannot be relit by non-magical means while in this room); multiple targets (all targets entering room)

Firefall

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

Hall of Sconces (CR 8)


 

Several sconces burn brightly on the wall in this hall.

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

Trigger proximity; Reset none

Effect

The flicker unnaturally, and attack if a target gets too close. Hall of Sconces (If a targets gets within 5 ft of a sconce, the sconce will drop onto the target. +11 melee attack for 1d6 damage plus 1d6 fire damage. If there are any sconces still on the walls when a target reaches the end of the hall, they all fire a beam of fire at a separate, random target. This attack is a +11 ranged touch attack that deals 6d6 points of fire damage. At that point, the sconce goes dark); multiple targets (all targets in room)

Firebrand

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

Don’t Bother (CR 6)


 

The door has been inscribed with shiny runes.

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

Trigger touch; Reset none

Effect

Flames erupt from the runes. Don’t Bother (A 45ft line of flames appear, shaping itself to hit as many targets as possible. Each target takes 9d6 fire damage, with a DC 22 Reflex save halving the damage); multiple targets (all targets in a 45′ connected line)

Fire Snake

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

Vengeful Trap (CR 5)


 

An obvious tripwire lies across the hallway.

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

Trigger touch; Reset none

Effect

The tripwire does trigger some minor trap. However, if the real trap isn’t found and disarmed, it is triggered by the person who sets the trap off or disarms it. Vengeful Trap (The next time the target either triggers or disarms a trap, he takes 3d8 fire damage as flames engulf the target)

Fire of Vengeance

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

Judgmental Dungeon


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

Anytime a skill check to overcome an obstacle (puzzle, hazard, trap, locked door, etc) is failed, the target is engulfed in flames that deal 1d6 damage every round for 10 rounds. A successful Will Save will cause this to only last one round. Or, if if the target tries again to defeat the obstacle and succeeds, the flames also stop.

Fire of Judgement

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

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