Item

Sparkler Wand



This is a fine looking wand

Type: magical; Perception -; Disable Device –

Trigger location; Reset None

Effect

This appears to be a wand of lightning bolt. However, when used, it actually calls forth a chain lightning spell at CL 11, that strikes the caster and then arcs to up to 10 more nearby targets, both allies and foes.

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Vulnerability Blanch



The small vial can be applied to armor to temporarily give it DR.

Type: magical; Perception -; Disable Device –

Effect

This vial appears to give a specific DR, such as DR/magic, DR/cold iron, etc. Instead, it actually imparts vulnerability against that type of damage until X amount of damage is dealt. Hits by the vulnerable type of damage impart extra damage. For example, Vulnerability 5(100)/cold iron deals an extra 5 points of damage when hit with cold iron, until 100 total points have been dealt.

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Cone of Cold



This wizard’s hat appears cool to the touch.

Effect

The wizard’s hat is cursed. If worn, it becomes a cone of ice around the character’s neck.  It deals cold damage at +6, and no armor bonuses apply to the Soak score. Fire at +6 or better will melt the cone in 2 rounds.

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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

Bleeding Scroll (CR 2)



Among the books and papers on the desk is a scroll that radiates magic

Type: mechanical; Perception DC 22; Disable Device 24

Trigger location; Reset Auto

Effect

The edges of the scroll are extremely sharp. Unrolling the scroll causes bleed damage. Scroll Attack (2 bleed damage, + 6 AC)

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April Fool’s Week trap 4: Don’t touch that knob!


A single day of devious trickery – er, that is to say, creative subversion of player assumptions – was never going to be enough for this blog. This week, a series of traps that will really mess with your players. Most are in fact so ridiculously rotten that their best use is to spring them, howl with laughter at the ensuing shrieks of outrage, and then retcon the traps out of existence once you’ve had your fun, lest your players mount an open revolt.

Another trap in the “Well, if you wanted to know, you should have asked” school, this trap involves the PCs coming upon a door. After describing the door, you mention that there is a hole in the door where the handle should be. Somewhere nearby is a curiously ornate crystal knob on a stick; the stick looks like it would fit into the hole.

What you’re not mentioning is that the “stick” is several feet long; it is in fact a wizard’s staff. The wizard is present and invisible, and reacts to anyone trying to touch his staff by blasting them with lightning. (Alternatively the staff is intelligent and animated, with the same result.)

The staff genuinely is the key to the door – it’s just that it’s also a fully armed and operational wizard’s staff.

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April Fool’s Week trap 3: Chain Mail of the Guardian


A single day of devious trickery – er, that is to say, creative subversion of player assumptions – was never going to be enough for this blog. This week, a series of traps that will really mess with your players. Most are in fact so ridiculously rotten that their best use is to spring them, howl with laughter at the ensuing shrieks of outrage, and then retcon the traps out of existence once you’ve had your fun, lest your players mount an open revolt.

Chain Mail of the Guardian

The PCs have heard about this magical armor – and there it is in front of them: a suit of enchanted chain mail hangs from the ceiling just inside the legendary vault into which they have just broken. This armor is fabled throughout the realm; it renders the wearer almost impervious to weapons, but there is a ritual required to attune it that involves stepping into it where it hangs. It’s exactly what the PCs need to defeat some great threat.

Once it’s on, it’s definitely highly protective to the parts of the body it covers; it’s practically impossible to damage. And so are the chains that stretch from it to the floor and ceiling, which on closer inspection are part of the weave of the armor and can’t be detached, and so are the floor and ceiling… all of which prevents the wearer from moving more than ten feet away from where they first donned it.

Which would be fine – sort of – for someone guarding the room, or even if the PC had time to take it off… but they’re being attacked, or the room is flooding, and they don’t have that time.

If you’re feeling kind, and not wanting to use this trap for April Fool’s-type purposes, successfully surviving this trial is the last stage of attunement and the chains drop away. If you’re feeling less kind, the PC has to wait some time before they can discharge this part of the ritual, and their allies may have to lure other intruders into the room for them to defeat. If you’re feeling mean, the armor is intelligent, considers the other PCs as intruders, and attempts to force its wearer to attack the rest of the group. And if you’re feeling outright cruel, the chains never drop away; after all, the mail is intended for the guardian of the vault…

Ingenious PCs who think to use portable holes and such to allow their friends to wear the mail elsewhere could be allowed to do so, but closing such dimensional apertures on the chains always teleports the armor and its wearer back to the vault. The magic in the armor is a property of the vault, not the mail itself. Successfully severing the chains (through epic magic or perhaps something like a sphere of annihilation) causes the chain mail to unravel and the vault to grow a new set over a year.

Categories: April Fool's, Generic, Item | Tags: , , , | Leave a comment

April Fool’s Week trap 1: Horned helmet trap


A single day of devious trickery – er, that is to say, creative subversion of player assumptions – was never going to be enough for this blog. This week, a series of traps that will really mess with your players. Most are in fact so ridiculously rotten that their best use is to spring them, howl with laughter at the ensuing shrieks of outrage, and then retcon the traps out of existence once you’ve had your fun, lest your players mount an open revolt.

The horned helmet

This ornate horned helmet is clearly enchanted. Any successful identification of the magic indicates that the helm offers substantial magical protection to the wearer and that the horns are enchanted to be lethally sharp. You might even casually drop the word vorpal; inappropriate as it might be to piercing damage, it should get your group salivating. Perhaps, if you don’t think it will tip your hand, there are skulls of powerful humanoids scattered around the area with holes clearly pierced by the horns of the helmet.

There is no curse or any other magical drawback. The magic is exactly as it seems.

However, what you will fail to mention – but only because your players fail to ask! – is that these vicious, diamond-tipped, god-hide-piercing horns are mounted on the inside of the helmet.

Attempting to don the helm results in an automatic critical injury to the head; successfully surviving the attack means permanent brain damage, while failure means instant death.

Welcome to April Fool’s Week!

Categories: April Fool's, Generic, Item | Tags: , , , | Leave a comment

Dimensional Blade (CR 5)



A magnificent longsword, with a gem encrusted pommel, resides in an equally splendid scabbard, hanging on the wall.

Type: magical; Perception DC 29; Disable Device 29

Trigger touch; Reset None

Effect

If the sword is drawn from the scabbard (or the gem removed) the bearer is affected by a Dimension Door spell at DC 16. The door should take them some place inconvenient, like the BBG 3 rooms over…

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LTG Honeypot



You’ve found a backdoor LTG with unlimited access to several RTG’s

Effect

This LTG allows a decker to automatically bypass White and Gray IC. However, against Black IC, the decker needs twice the number of successes to Cut and Run than he would normally need.

Categories: Item, Shadowrun | Tags: , | Leave a comment

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