Is That A Hole on the Circle?


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

A great treasure sits in the middle of an arcane circle. The circle appears to be a ward of some kind, but all tests will prove it harmless. If the treasure is moved, an extra-planar creature is summoned who will be quite annoyed. Also, the process of getting to the center of the circle will have disturbed it to the point that it can no longer contain the creature. If, somehow, they manage to get in w/o disturbing the circle, the circle will now not let out any of the inhabitants.

Planar Ally

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Unwanted Help (CR 5,7 or 9)


 

The entrance is locked.

Type: magical; Perception DC 29,31,34; Disable Device DC 29,31,34

Trigger touch; Reset none

Effect

An outsider of the same alignment appears and insists on helping. He will take 1000gp per hour, until the job is done. A DC 21, 24, or 28 Diplomacy check can reduce this payment in half. Another Diplomacy check of the same difficulty can be performed to convince the outsider that the job is done. For each successful encounter, the difficulty is reduced by 2. The payment is magically extracted, and only a wish can prevent the amount in gold or goods from being taken.

Planar Ally

Categories: CR5, CR7, CR9, Pathfinder | Tags: | Leave a comment

Phase Floor (CR 8)


 

The area ahead is very dark.

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

Trigger proximity; Reset none

Effect

The area ahead is under a darkness effect that even a light spell has trouble removing. But, if tested, it appears the floor is solid wood. However, if someone steps onto the floor, it is actually an ethereal passageway through the floor, and into the space below. Phase Floor (DC 25 Reflex Save or target falls, taking 10d6 damage. Only a dispel magic vs. CL 14 can dispel the darkness. If the darkness is dispelled, the ethereal passage can be easily seen)

Phase Door

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

Is Everything Trapped? (CR 3)


 

A small, locked box is tucked under the bed.

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

Trigger touch; Reset none

Effect

If the lock is picked, the thieves’ tools become permanently enchanted. Any time they are used, the user is convinced that the object that the tools are being used on is trapped.

Phantom Trap

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Horsing Around (CR 4)


 

The curio cabinet contains many jeweled horse figurines.

Type: magical; Perception DC 28; Disable Device DC 28

Trigger touch; Reset none

Effect

If any of the figurines are removed, a horse will appear to bother the target. Horse (For the next 5 hours, every time the target make a skill check, attack roll, Reflex Save or concentration check, a large shadowy horse will try to run down the target. The horse attacks at +7 CMB. A successful attack means that whatever the target was attempting automatically fails. Otherwise the target simply takes a -4 penalty to the roll)

Phantom Steed

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

Scary Chest (CR 5)


 

An ornate chest sits in the back of this room.

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

Trigger touch; Reset none

Effect

When opened, the target sees the scariest creature they’ve ever imagined. Scary Chest (DC 21 Will Save to disbelieve, if unsuccessful, the target must make a DC 21 Fortitude Save or die from fear; on a successful Fortitude Save, target still takes 3d6 damage)

Phantasmal Killer

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

They Went That Away (CR 6)


 

The tunnels here are narrow and unstable, allowing only a single person to pass at a time.

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

Trigger proximity; Reset none

Effect

At the first fork, the targets see the first person down the right fork, beckoning them to follow. If they do, the tunnel collapses. Tunnel(DC 22 Will Save or target believes image. Once 10 feet in, the tunnel collapses, causing 10d6 damage and trapping the target. Each round the target suffers from suffocation until he can free himself, which requires a DC 22 Escape Artist or CMB check as a full round action. A DC 22 Reflex Save avoids the collapse)

Persistent Image

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

Personal Heckler


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

An image of a court jester is projected onto a piece of equipment owned by the target, preferably a shield, armor or weapon. This image heckles the target at inopportune times, possibly causing distraction, and definitely causing penalties to Charisma based and concentration checks.

Permanent Image

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The Gift That Keeps On Giving (CR 6)


 

A wooden chest sits in the back of the closet.

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

Trigger touch; Reset none

Effect

The target is filled with fear and doubt. Gift (DC 22 Will Save or target gains a -1 penalty to attack rolls and saves vs. fear. This effect is permanent, and can only be removed with remove curse or similar)

Permanency

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Where Are We (CR 2)


 

Several passageways lead off in all directions.

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

Trigger proximity; Reset none

Effect

When the targets choose a passageway, they no longer leave evidence of passing. The passageways crisscross and turn back on each other. Where Are We (DC 16 Will Save or target leaves no evidence of passage, causing Survival checks to find the correct path to have a -4 penalty. This last for 1 hour)

Pass Without Trace

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

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