Can’t See the Forest for the Trees


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

The forest here is very thick with trees, so much so that the area is difficult terrain. The leaves are a little sharp, too, and can cause bleed damage if targets move quickly. However, if any of the trees are harmed in any way, they all cooperate with the denizens of the forest. All of the enemies in this forest will be able to travel at will by entering one tree, and exiting from another tree anywhere within 3000 ft. The enemies will immediately become aware of this, and will use hit and run tactics on the party in the forest.

Tree Stride

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Fire and a Tree (CR 3)


 

The path is scorched up ahead.

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

Trigger proximity; Reset none

Effect

When the target gets close to the scorched area, a flaming pot drops from a tree above. Fire and a Tree (DC 18 Will Save or target is turned into a tree for 1 round. While the target is a tree, it’s AC is +10, but it can’t move and has a Dexterity score of 0, meaning that the Reflex Save for the fire pot automatically fails. Also, as a tree, the target takes double damage from fire. The fire pot does 3d6 fire damage, DC 18 Reflex Save for half damage); multiple targets (closest target becomes a tree, fire pot deals it’s damage in a 10′ radius)

Tree Shape

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Pearl of Power (CR 9)


 

A white, gleaming pearl is hidden in a small drawer.

Type: magical; Perception DC 33; Disable Device DC 33

Trigger activation; Reset none

Effect

The pearl appears to be a pearl of power (4th). However, if used, the trap is set off. Pearl of Power (Target life force and body becomes imprisoned inside pearl, which is then teleported back into the drawer. The pearl must be broken to release the soul and body)

Trap the Soul

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Large Mushroom (CR 7)


 

A large mushroom grows beneath you, allowing easy access down.

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

Trigger touch; Reset none

Effect

The mushroom can be climbed down via a DC 10 Climb check. Large Mushroom (Target climbing onto mushroom is transported to another mushroom 100 feet up the cliff face. Target must make a DC 22 Reflex Save or fall, taking 10d6 damage. Target that does not fall can climb down. The Climb DC is 15)

Transport via Plants

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Slippery Slope (CR 6)


 

The stone face is steep, but easily climbed.

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

Trigger proximity; Reset none

Effect

About halfway up the stone face turns to mud. Slippery Slope (DC of Climb checks are increased by 15 in a 40′ diameter. Also, the mud flows down the hill, dragging the target 10′ down per round); multiple targets (all targets within 40′)

Transmute Rock to Mud

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A Rock and a Hard Place (CR 6)


 

The ground here is made of deep mud.

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

Trigger proximity; Reset none

Effect

The mud is 1 foot deep. The area is difficult terrain. Rock (DC 22 Reflex Save or target is trapped in 1 feet of solid stone. Target gains the pinned condition until he is freed. The stone has hardness 8 and 90 HP.); multiple targets (all targets in mud)

Transmute Mud to Rock

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Chainmail on a Rack (CR 8)


 

A gorgeous chainmail hauberk sits on an armor rack.

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

Trigger touch; Reset none

Effect

If the chainmail is touched, it turns out to be made of a ceramic material. It shatters, and causes a flash of light to burst. Chainmail (All metal items in a 40′ radius are turned to wood. Magic items have SR 20+CL vs. the spell’s CL of 14. Wood armor takes a -2 penalty to AC, and loses an additional point every time it is hit with a natural 19 or 20. Wooden weapons splinter and break on any natural 1 or 2, and take a -2 penalty on attack and damage rolls. Only limited wish, wish or miracle can restore the items back to metal)

Transmute Metal to Wood

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Manly Man Dungeon


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

Every time the party enters combat, everyone becomes transformed into fighting machines. Each party member gains a +4 enhancement bonux to Strength, Dexterity and Constitution, a +4 natural armor bonus to AC, a +5 competence bonus on Fortitude Saves, and proficiency with all simple and martial weapons. Base attack bonus equals character level. However, the target loses all spellcasting ability, including spell activation or completion magic items.

Transformation

 

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Wet Paint (CR 3)


 

A sign on the door says “Wet Paint”

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

Trigger touch; Reset none

Effect

If the door is touched, it is actually wet paint and the trap is sprung. Wet Paint (Target takes a 1d6 penalty to Intelligence, Wisdom and Charisma scores for 30 minutes)

Touch of Idiocy

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Tiresome Door (CR 1)


 

A worn door stands before you.

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

Trigger touch; Reset auto

Effect

The door is unlocked, but the knob requires a good tug to open. (DC 18 Strength check) Tiresome Door (DC 15 Fortitude Save or target becomes fatigued for one round. The -2 strength penalty from fatigue applies to opening the door.)

Touch of Fatigue

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