Posts Tagged With: Pathfinder

Hoarder Dungeon


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

This dungeon is messy. There are stacks of papers and other refuse everywhere.

Any Dexterity based check in this dungeon, due to the clutter, is at disadvantage.

 

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Walls of Force


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

Every doorway in this complex curiously has no door.

Every empty door way has a randomly shaped wall of force in it. Some are just 1 foot high, while others are irregularly shaped like a tetris piece. In any case, they can cause characters to trip or have equipment torn away while squeezing through.

 

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Wrathful Light (CR 4)


 

Several torches flicker dimly here.

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

Trigger proximity; Reset none

Effect

The torches flicker, then go out, as the target’s own light source briefly flickers. Wrathful Light (For the next 5 minutes, all enemies that are within 30′ of the torch gain a +1 resistance bonus to saving throws. After 5 minutes, the light source goes out. Magical light sources re-light automatically 1 round later. When the light goes out, either after 5 minutes or by some other effect or action, the bonus effect ends, but everyone within 5 feet of the light source takes 2d8 force damage)

Wrathful Mantle

 

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Wrath Wrap (CR 2)


 

The doorway is covered by a hanging, tangled mess of cloth.

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

Trigger touch; Reset none

Effect

The cloth wraps itself around the target. Wrath Wrap (DC 16 Reflex Save or the cloth wraps itself around the target, forming a mocking image of an unknown god. For the next minute, enemies become enraged at the blasphemy, and are granted a +1 morale bonus on attack and weapon damage rolls vs. the target)

Wrath

 

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Top of the Hill (CR 10)


 

A lonely tower sits atop a hill.

Type: magical; Perception DC 34; Disable Device DC 34

Trigger touch; Reset none

Effect

The ground begins to shake when the door is opened. Top of the Hill (Just behind the party, the ground swells to a 10 foot high crest and moves towards the keep. Everyone in the party takes 6d6 bludgeoning damage. Also, anyone within 30′ of the tower takes 10d6 damage as the tower collapses, a DC 28 Reflex save halves the damage. The wave continues on for 18 minutes, travelling at 30′ per round, leaving havoc in its wake. Of course, the PC’s will probably be to blame if they come across survivors…); multiple targets (all targets in party)

World Wave

 

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Wind Gate (CR 10)


 

A gate is located in the middle of the long bridge.

Type: magical; Perception DC 34; Disable Device DC 34

Trigger touch; Reset none

Effect

The bridge is 300 feet long. A stout iron gate is in the middle. It is not locked, but merely latched. If opened, the gate levitates in a vortex of strong winds. Wind Gate (The gate moves 60 feet per round towards the nearest targets. When it reaches the target, the target must make a DC 28 Fortitude Save or take 5d8 bludgeoning damage and be knocked prone. Large or smaller creatures are also knocked back 10 feet, causing them to make a DC 28 Reflex Save or fall of the bridge, taking 10d6 damage. On a successful save, the target takes half damage and is not knocked prone. The gate flies for 18 minutes.); multiple targets (all targets on bridge)

Winds of Vengeance

 

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Awe-Struck


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

The entry hall is filled with display cases of weapons. They are all ornamental and not useful or worth much, but they are impressive nevertheless.

Each time a foe attacks a target, the target must make a DC 18 Will Save, or the for will get a +2 sacred bonus to damage rolls. Additionally, on a critical hit, the target will be shaken for 1 round unless a DC 18 WIll Save is made.

Weapon of Awe

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Faith (CR 4)


 

The image of an unknown god is carved into the wooden door. It mocks you.

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

Trigger touch; Reset none

Effect

The idol blesses those of the same faith. Those of the same faith get a +2 deflection bonus to AC and a +2 resistance bonus to all saves. This lasts for 50 minutes. The party is not of the same faith, but all of their foes are.

Ward the Faithful

 

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A Star is Born (CR 5)


 

Some small golden eggs lie on the table.

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

Trigger touch; Reset none

Effect

The eggs crack open when touched, releasing a cloud of small stars. A Star is Born (target must make a DC 21 Will Save or target becomes dazed for one round and is outlined by the stars. This negates any concealment. Each round target must make a Will save. If successful, stars jump to a new target within 30 feet. If it is failed, target is dazed for another round. Once a save is made, target cannot be affected again. The stars last for 7 rounds.)

Wandering Star Motes

 

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Wizard’s Screen Door (CR 10)


 

A screen door seems to be installed on the tower. It shimmers.

Type: magical; Perception DC 34; Disable Device DC 34

Trigger touch; Reset 1 day

Effect

The screen door opens easily, but when it does, a shimmering curtain of light blocks the doorway. Wizard’s Screen Door (Any magical item or effect that passes through the curtain is suppressed for 18 rounds. The curtain itself remains for 3 hours. The curtain also blocks line of effect for magical attacks and effects); multiple targets (all targets that pass through curtain)

Wall of Suppression

 

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