Tag Archives | Trap Tuesday

Trap Tuesday (Uralicans Uncut); Gravity Still Sucks


Gravity Still Sucks (CR ¬†8) This small vertical shaft¬†looks like¬†an entrance to the cavern complex blocked only by a slowly spinning fan. Type: mechanical; Knowledge (engineering, nature or planes)¬†DC 31; Disable Device¬†24 Trigger¬†location; Reset¬†repair Effect slow fan (DC 28 Acrobatics check; a failure requires a DC 28 Reflex save or 5d6 slashing damage plus 3d6 […]

Trap Tuesday (Banlan Backlash!): Sewer Strife Trap


Sewer Strife Trap – CR 7 (mechanical) / CR 10 (magical) Sewer water pours into the room. Type: mechanical /¬†magical; Perception DC 22 (mechanical)¬†/¬†DC 34 (magical); Disable Device¬†DC 32 (mechanical) / DC 34 (magical) Trigger¬†touch; Reset¬†repair (mechanical) / none (magical) Effect When¬†an attempt is made to open the door, the room fills up with sewer […]

Trap Tuesday (Destiny Derailed): Rain of Ore

rain of ore trap

Rain of Ore ¬† ¬† ¬†CR 5 Type natural (the natural effects of alligotonium); Perception DC 10 (automatic); Disable Device ‚ÄĒ Trigger already triggered once noticed (explosion at Demon Pass); Reset none The rain of ore appears as a cloud of swirling and floating metallic debris that sparkles as bits of alligotonium ore reflect any […]

Tribal Troubles: Heresy Pass

Heresy Pass

Heresy Pass sits on the entrance to the ancestral lands of clan¬†Piseogach. The clan, having turned against magic burns those that wield and/or practice it. Using that which they condemn, they have created a trap at the entrance to their land to cleanse any that would defile their clan by bringing magic with them. Heresy […]

Tribal Troubles; Sand Blast Trap

Sand Blast Trap

The disruption of magic has caused spots of “wild magic” to spontaneously appear in the desert. While the party travels among the sands, they encounter such a spot of wild magic. Sand Blast Trap (CR 3) The sand shifts along these wind swept dunes. Type: magical; Perception DC 27; Disable Device¬†27 Trigger¬†location; Reset¬†None Effect A […]

Maddening May: Paranoid Delusions

Azurewrath [Rick Hershey]

The same madness that turned brother against brother also works to sow paranoid delusions into the PCs‚ÄĒeven their own items can betray them! Paranoid Delusions (CR 8) The air is thick with moisture. Type: magical; Perception DC 33; Disable Device¬†33 Trigger¬†location; Reset¬†None Effect When the trap is triggered, the PC feels vaguely unsettled. The next […]

Maddening May: Pools of Insanity

Beware the still waters

Even the pools of water in the Slugmarsh are saturated with the madness of the fallen, turning even the PC’s minds against themselves. Pools of Insanity (CR 10) Even though the water is still and stagnant, it seems very much alive. Type: magical; Perception DC 23; Disable Device¬†16 Trigger¬†location; Reset¬†1/day Effect If a PC gets […]

Maddening May: Patches of Madness

Shadows of Madness

Some of the subterranean passages have been so infused with madness that it actually physically manifests itself. While exploring underground, the PC’s may encounter patches of madness. While in a patch of madness, the characters encounter visual and auditory events designed to drive them mad, and to also make things generally more difficult. The only […]

Encounter Prelude – Light Bomb


Some traps, on their own, are completely harmless. In order to use them to their full potential, you need to follow them up with an encounter. Light Bomb (CR 4) The tunnel descends into darkness. Type: magical; Perception DC 28; Disable Device¬†28 Trigger¬†location; Reset¬†None Effect When the PC’s get about halfway down the corridor, the […]

Dungeon Elements – Fountain


Dungeons and lairs are filled with objects and decorations. Not only should you use these, but make it not obvious. False Life Fountain (CR 5) A small fountain sits in the center of the courtyard. Type: magical; Perception DC 29; Disable Device¬†29 Trigger¬†Proximity; Reset¬†None Effect When a PC gets within 10′ of the fountain, the […]