Generic

Conditional


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

I ca never remember the effects of the various conditions. This trap should either solve that or make it worse.

A hallway is set up as follows. Shortly in, a tripwire knocks the characters prone as it cuts them for bleed damage. It also causes a bag of rotting organs to fall and splash in front of them, nauseating them, and spreading spores which fatigue the party. Shortly afterwards, the organs move, panicking the characters for one round, where they turn and run into a beam that dropped behind them, which staggers the characters. Afterwards, they are shaken for 1d6 rounds.

Interaction

 PFRPG:

D&D 4e:

Detecting the Tripwire

 

 

Very Hard Perception check.

same as PFRPG

Prone

 

 

Very Hard Reflex Save or take APL bleed damage and be knocked prone.

Very High Bonus Attack vs. Reflex or be knocked prone and take ongoing bleed damage (5 per tier) (save ends)

Nausea

 

 

Very Hard Fortitude Save or become nauseated for APL rounds.

Very High Bonus Attack vs. Fortitude or become dazed. (save ends)

Fatigue

 

 

Moderate or Very Hard (if nauseated) Fortitude Save or become fatigued.

High Bonus Attack vs. Fortitude or become weakened. (save ends)

Panic

 

 

Hard Will Save or become panicked for 1 round.

High Bonus Attack vs. Will or flee for one round.

Stagger

 

 

Hard Perception check or become staggered for one round.

Hard Perception check or become stunned. (save ends)

Shaken

 

 

Hard Fortitude Save or become shaken for 1d6 rounds.

High Bonus Attack vs. Fortitude or become weakened. (save ends)

Categories: 4E, exTRAPaganza, Generic, Pathfinder | Tags: , , , , | Leave a comment

Sticky


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

Somebody mentioned marshmallows. Marshmallows can get sticky. Marshmallows burn. All good.

The characters walk into a room and get doused by a sticky substance. The substance itches, is annoying and hampers movement somewhat. However, shortly afterwards, the characters get hit by flame, and as it turns out, the sticky substance burns nicely. There is a pool of water near the end of the room. It also turns out that the sticky substance reacts violently with water.

Interaction

 PFRPG:

D&D 4e:

Sticky Coating

 

 

Very Hard Reflex Save or become coated. Coated characters receive the “shaken” condition. Removing the substance requires either Universal Solvent, or removing all armor and clothing and having it repaired from the “broken” condition, even though the armor and clothing is not considered broken.

Very High Bonus Attack vs. Reflex or become coated. Coated characters receive the slowed and weakened conditions until coating is removed. Removing requires that characters remove all clothing and armor, and pay half the cost to “repair” the armor/clothing. It takes 1 hour per AC bonus to clean the armor.

Flame

 

 

Very Hard Reflex Save or be set on fire, taking APL * d6 damage for 5d4 rounds. When the fire is out, the substance is removed.

Very High Bonus Attack vs. Reflex or take APL * d6 damage for 5d4 rounds. When the fire is out, the substance is removed.

Pool

 

 

Very Hard Reflex Save or all characters within 30′ take APL * d6 damage and become stunned for 1d4 rounds. This does not put out the fire. There is a 25% chance that anyone coated in the substance hit by the blast will also explode as above.

Very High Bonus Attack vs. Reflex or take APL * d6 damage and become stunned (save ends). This does not put out the fire. Each character coated in the substance and hit by the blast must make a save or explode.

Categories: 4E, exTRAPaganza, Generic, Pathfinder | Tags: , , , , | Leave a comment

Ballroom


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

I have been working out with medicine balls, working on balance and stuff. Let’s see how that works in-game.

The characters enter a large room. The entire floor is covered in spheres, all of the same size and color. The floor itself is electrified. However, the balls provide insulation. However, the balls are hard to balance on, and if upset, the balls can have random (bad) effects.

Interaction

 PFRPG:

D&D 4e:

Electric Floor

 

 

Moderate Acrobatics check or character falls on floor, taking APL * d6 damage per round. Also sphere is “disturbed”

same as PFRPG

Fire Sphere

 

 

Very Hard Reflex Save or take APL * d6 fire damage.

Very High Bonus Attack vs. Reflex or take APL * d6 fire damage.

Sonic Sphere

 

 

Very Hard Fortitude Save or take APL * d6 sonic damage, plus become deafened for 1d6 rounds. An additional 1d6 nearby spheres are “disturbed”

Very High Bonus Attack vs. Fortitude or take APL * d6 damage and become deafened. (save ends). An additional 1d6 nearby spheres are “disturbed”.

Gas Sphere

 

 

Hard Fortitude Save or fall prone and become unconscious for 1d4 rounds. Character takes damage from floor while unconscious.

High Bonus Attack vs. Fortitude or be knocked prone and become unconscious. (save ends). Character takes damage on floor while unconscious.

Exploding Sphere

 

 

Hard Reflex Save for each party member within 20′ of sphere takes APL * d6 damage and falls prone, taking floor damage. Each character that falls prone “disturbs” one nearby sphere.

High Bonus Attack vs. Reflex or each party member within 4 squares takes APL * d6 damage and falls prone, taking floor damage. Each prone character “disturbs” one nearby sphere.

Categories: 4E, exTRAPaganza, Generic, Pathfinder | Tags: , , , , | Leave a comment

Ringed Ceiling


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

We did ring pushups today. This inspired this trap.

The characters enter a large room or cavern. The floor is covered in a pool of deep acid. Within easy reach, the ceiling is covered with dozens of rings. They are placed such that they can be used to traverse the room. However, 1 out of every 4 rings is trapped. Roll on the table below to see which trap it is. The perception check to detect the trap is easy. However, there should be so many of them that it will be difficult to see them all.

Interaction

 PFRPG:

D&D 4e:

Detecting a Trapped Ring

 

 

Easy Perception check.

same as PFRPG

(1) Loose Ring

 

 

Very Hard Reflex Save or fall into acid, taking 1d10 acid damage each round. Ring also falls from ceiling.

Very High Bonus Attack vs. Reflex or fall into acid, taking ongoing 10 acid damage until out of pool. Ring also falls from ceiling.

(2) Glue Ring

 

 

Very Hard Reflex Save or become stuck on ring. Escaping requires a Hard Escape Artist or Strength check. If strength is used, then make a Hard Reflex save or fall into acid as above.

Very High Bonus Attack vs. Reflex or become stuck on ring. Escaping requires a Hard Escape Artist or Strength check. If strength is used, then make a High Bonus Attack vs. Reflex or fall into acid as above.

(3) Greased Ring

 

 

Very Hard Reflex Save or fall into acid, taking 1d10 acid damage each round.

Very High Bonus Attack vs. Reflex or fall into acid, taking ongoing 10 acid damage until out of pool.

(4) Sharp Ring

 

 

Very Hard Reflex Save or fall into acid, taking 1d10 acid damage each round. Also take 1d6 bleed damage from ring.

Very High Bonus Attack vs. Reflex or fall into acid, taking ongoing 10 acid damage until out of pool. Also take ongoing 5 bleed damage from ring. (save ends)

(5) Exploding Ring

 

 

Very Hard Reflex Save or fall into acid, taking 1d10 acid damage each round. Also characters within 30′ of ring must make a Hard Reflex Save or take APL * 6 damage and fall into acid.

High Bonus Attack vs. Reflex or each party member within 1 square of a 6 square line of effect takes ongoing 5 bleed damage. (save ends)

(6) Gas Filled Ring

 

 

Hard Fortitude Save or be knocked unconscious for 1d4 rounds, falling into acid. Character takes 1d10 damage per round in acid.

High Bonus Attack vs. Fortitude or be knocked unconscious (save ends) and fall into pool. Character takes ongoing 10 damage in pool.

(7) Teleporting Ring

 

 

Character is teleported to a random ring in the room (which may be trapped). Moderate Reflex Save or fall into pool, taking 10 damage per round.

Character is teleported to a random ring in the room (which may be trapped). Moderate Bonus Attack vs. Reflex or fall into pool, taking ongoing 10 damage.

(8) Poison Ring

 

 

Hard Fortitude Save or take 1d3 Dex Damage.

High Bonus Attack vs. Fortitude or take 1d3 Dex Damage.

Categories: 4E, exTRAPaganza, Generic, Pathfinder | Tags: , , , , | Leave a comment

Independence Day Picnic


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

It’s the 4th of July. That means fireworks and BBQ. I can provide the pyrotechnics, the characters provide the meat.

The party enters a room, filled with webs. As they walk through the room, the first things that happens is several long spikes fire out from the walls, skewering various party members, and setting the webs aflame. One the characters are skewered, the spikes slowly turn as the floor underneath them ignites. Shortly thereafter, the burning floor collapses into a pit filled with powder and all sorts of colorful explosives.

Interaction

 PFRPG:

D&D 4e:

Detecting the Trap

 

 

Very Hard Perception check.

same as PFRPG

Webs

 

 

Treat the webs as if CL = APL.

As the 5th level Wizard Daily Power.

Skewers

 

 

Very High Bonus Attack vs. AC or take APL * d6 damage and become pinned. Skewers have High CMD for escaping.

Very High Bonus Attack vs. AC or take APL * d6 damage. Very hard Escape Artist or Athletics check to escape.

Roasting

 

 

Each character on skewer takes APL fire damage each round.

Same as PFRPG.

Fireworks

 

 

Very Hard Reflex Save for each party member in room or take APL * d12 damage and become blinded for APL rounds. On a successful save, take half damage and not blinded.

Very High Bonus Attack vs. Reflex or each party member in room takes APL * d12 damage and becomes blinded and deafened (save ends both). On miss, take half damage.

Categories: 4E, exTRAPaganza, Generic, Pathfinder | Tags: , , , , | Leave a comment

Glue Splat Trap


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

Not sure where this one came from, but here it is.

The party enters a large chamber with a huge stone back wall and a high ceiling. The stone wall has a small door in it. When the party approaches, one of the tiles is spring-loaded, and fires the character up, into an arc and into the wall. This knocks the wall down. The wall was sitting atop the floor, keeping it from tilting, so the floor tilts towards the entrance, dropping the characters into a pit. Furthermore, the wall was also supporting the ceiling, which collapses one round later, trapping the characters in the pit and crushing the original character on the wall.

Interaction

 PFRPG:

D&D 4e:

Detecting the Trap

 

 

Very Hard Perception check.

same as PFRPG

Spring-Loaded Tile

 

 

Very Hard Reflex Save or take 1d6 points of damage and be hurled towards the wall, knocking the character prone and knocking the wall over.

Very High Bonus Attack vs. Reflex or take 1d6 points of damage and be pushed to the wall, knocking the character prone and knocking down the wall.

Tilting Floor

 

 

Very Hard Reflex Save or be dropped into 20′ spiked pit. (2d6 + 3 damage)

Very High Bonus Attack vs. Reflex or be dropped into 20′ spiked pit (2d6 damage + ongoing 5 bleed damage (save ends))

Crashing Ceiling (Pit)

 

 

Ceiling holds down tilting floor, sealing off the top of the pit. The ceiling must be destroyed or bored through. Treat ceiling as favorite hard wall substance.

same as PFRPG

Crashing Ceiling (Room)

 

 

Hard Fortitude Save or death. Successful save results in APL * d12 damage and character is pinned with an extremely hard DC to escape.

High Bonus Attack vs. Fortitude or death. Miss results in APL * 8 damage plus ongoing 5 crushing damage (escape ends). Character is restrained (escape ends) and stunned (save ends). Escaping DC is extremely hard.

Categories: 4E, exTRAPaganza, Generic, Pathfinder | Tags: , , , , | Leave a comment

Round Stone Doors


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

I am thinking lots about wilderness traps. Therefore, this trap has little or nothing to do with that.

The party comes across a large set of convex stone double doors with a slight gap in the middle. Trying to open the doors causes the doors to rotate rapidly, which throws the character into the next room. The opening of the hallway where the character is thrown has a taut, thick cloth, studded with barbed spikes. The character hits that, impales himself, then is flung back towards the doors, after becoming studded with busted spikes. The doors reverse direction and accelerate the character back through the party as the spikes cause a little more damage one last time.

Interaction

 PFRPG:

D&D 4e:

Detecting the Trap

 

 

Very Hard Perception check.

same as PFRPG

Double Doors

 

 

Very Hard Reflex Save or take APL * 1d6 crushing damage and be thrown inwards into the room.

Very High Bonus Attack vs. Reflex or APL * 1d6 crushing damage and be thrown inwards into the room.

Cloth of Spikes

 

 

Very High Bonus Attack vs. flat-footed AC or take APL * 1d4 bleed damage. APL * 1d4 spikes break off when thrown back.

Very High Bonus Attack vs. Reflex or take APL * 1d4 damage and ongoing 5 bleed damage. (save ends). APL * 1d4 spikes break off when thrown back.

Back Through the Doors

 

 

High Bonus Attack vs. Fortitude or take APL * 1d6 damage. Additionally, take one extra point of bleed damage for each spike embedded in the character. Character lands 30′ past the doors and is prone and dazed.

High Bonus Attack vs. Fortitude or take APL * 1d6 damage. Lose a healing surge for each spike embedded in the character. Character lands 6 squares past the doors and is prone and dazed.

Through the Party

 

 

Hard Reflex Save for each party member on either side of a 30′ line through the door or take 1d4 bleed damage.

High Bonus Attack vs. Reflex or each party member within 1 square of a 6 square line of effect takes ongoing 5 bleed damage. (save ends)

Categories: 4E, exTRAPaganza, Generic, Pathfinder | Tags: , , , , | Leave a comment

The Kitchen


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

I was reading some recipes and looking at cooking gadgets. Many of these cooking gadgets, while unnecessary, would make a fine trap element, so let’s use them.

So, with no real connection other than they are used in a kitchen, the characters walk into a large room. As they progress, different kitchen-themed random death traps affect them, for no reason other than it’s cool. The traps, in no particular order, are: The Slap Chop, The Garbage Disposal, The Oven, The Dishwasher, The Blender, The Waffle Iron and The Freezer.

Interaction

 PFRPG:

D&D 4e:

Detecting the Traps

 

 

Very Hard Perception check.

same as PFRPG

The Slap Chop

 

 

Very Hard Reflex Save or take APL * 1d6 bleed damage, as blades at the end of a column slam down on individual members of the party for APL rounds.

Very High Bonus Attack vs. Reflex or take APL * d4 damage plus ongoing 5 bleed damage per tier. (save ends) Attacks for APL rounds.

The Garbage Disposal

 

 

Very Hard Reflex Save or take APL * 1d6 damage, plus be knocked prone. Each party member must escape the disposal with a Hard Climb check or take 1d6 damage per round while in disposal.

Very High Bonus Attack vs. Reflex or take APL * 1d6 damage, plus be knocked prone. While in disposal each party member takes ongoing 5 bleed damage (save ends) unless they escape with a Hard Acrobatics or Athletics check.

The Oven

 

 

Easy Fortitude Save that increases by 5 DC each round or take n points of fire damage, where n is the number of rounds in the heat.

Low Bonus Attack vs. Fortitude that increases by 5 each round or take n points of fire damage, where n is the number of rounds in the heat.

The Dishwasher

 

 

Very Hard Reflex Save or take APL * 1d4 acid damage each round, plus be knocked prone.

Very High Bonus Attack vs. Reflex or take ongoing 5 acid damage per tier. (save ends)

The Blender

 

 

Very Hard Reflex Save or take APL * 1d6 damage. Additionally, each party member that fails becomes entangled with the other party members. To escape the blender, an Escape Artist or grapple vs. CMD APL + 10 must succeed.

Very High Bonus Attack vs. Reflex or take APL * 1d6 damage. Additionally, each party member that is hit becomes dazed (save ends) and restrained (save ends)

The Waffle Iron

 

 

The hot ceiling collapses. Very Hard Reflex Save or take APL * d6 damage. Those that fail the save then take APL * d4 heat damage every round until they escape against a High CMD. (escape artist or grapple)

Very High Bonus Attack vs. Reflex or take APL * 1d4 damage and become knocked prone, stunned (save ends), and immobilized (save ends), and also take ongoing 5 per tier fire damage until they move out of the iron.

The Freezer

 

 

Very Hard Fortitude Save or take 1d4 Con damage per round.

Very High Bonus Attack vs. Fortitude or take 1d4 Con Damage per round.

Categories: 4E, exTRAPaganza, Generic, Pathfinder | Tags: , , , , | Leave a comment

Happy Trap-a-birthday!


One year ago today, pfworks posted the very first trap on this site. (The first post was on June 7th, but it merely mentioned traps, making that just the contractions and the 8th the real birthday.)

*sniff* It brings a tear to my eye to think of all the tears we’ve brought to PCs’ eyes since then. We hope that you’ve likewise enjoyed our efforts.

As pfworks’s  occasional collaborator, I’ve gone from roughly 50-50 contribution in the early days, to stepping back and sticking my head in just for the April Fool’s Week, and watching in awe as pfworks pumps out a trap every day, 7 traps a week. I’m busy working on promoting gaming elsewhere, I haven’t gone away, and I stand ready if ever I’m needed – but I’m not. Ever.

This bloke is a death machine machine. I believe it is about time that he took a bow.

So kudos, pfworks, for starting this thing and for keeping it running. It has been hellaciously good fun working with you, even if for the last several months that has mostly meant reading your work.

And… I’ve made you a cake.

Happy birthday trap

It’s a cake with a candle on top. A delicious-looking cake. Whatever is most delicious to you. (I imagine it as a nice round bombe alaska for some reason.)

When you blow on the candle, the flame starts shooting out multicoloured sparks, like a miniature firework. It’s very pretty.

When you blow on it a second time, the entire candle ignites in rainbow flames, and the sparks shoot up even faster.

When you blow on it a third time, or even if you wait a round…

…well, let’s just say the cake won’t need any cutting.

As an old trap hand you may have snuffed the candle with your fingers and cut the cake, yes? Unfortunately, the volatile cake mixture ignites on contact with air, producing a cone of flame that detonates the whole cake a round later.

Unfortunately putting the cake down isn’t an option. Some joker has put a short-lasting temporary form of sovereign glue on the bottom of the plate. The recipe makes the base of the cake naturally incredibly sticky, so trying to shake the cake off doesn’t work, and trying to pull it off will breach the icing, detonating it as above.

However, if you can manage to create a vacuum around the cake and stick your head in to eat it, it’s absolutely delicious. Congratulations, and happy birthday! You deserve every crumb.

Categories: Generic, Item, Other | Tags: , , | 1 Comment

Nightmare


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

I was doing some drow related traps for adventure-a-week, and was thinking of how to use drow sleepy poison. I think this is a good use.

The characters enter a room with several bas-relief spiders on the wall. Each one shoots a drow sleepy dart at the party that also delivers a nightmare-like spell.

Interaction

 PFRPG:

D&D 4e:

Detect Trap Trigger

 

 

Very Hard Perception check.

same as PFRPG

Poison Dart

 

 

Very Hard Reflex Save or take 1d6 points of damage plus secondary attack. Secondary attack is Very Hard Fortitude Save or fall asleep for 2d4 rounds.

Very High Bonus Attack vs. Reflex or take 1d6 points of damage and secondary attack. Secondary Attack: Very High Bonus Attack vs. Fortitude or fall asleep for 2d4 rounds.

Nightmare

 

 

If asleep, Very High Will save or suffer 1d10 * APL damage, 1d6 Wisdom damage, become fatigued and lose all arcane spells for 24 hours.

If asleep, Very High Attack Bonus vs. Will or suffer 1d10 * APL damage, 1d6 Wisdom damage and lose all healing surges and all daily powers for 24 hours.

Categories: 4E, exTRAPaganza, Generic, Pathfinder | Tags: , , , , | Leave a comment

Blog at WordPress.com.