The windows are dark in this small cottage, it appears unoccupied.
Type: magical; Perception DC 30; Disable Device 30
Trigger location; Reset None
If the residence is entered, a small bell chimes. This bell, via a message spell, is also heard by the local constable, who will arrive in 2d10 rounds to investigate.
By stringing together a basic alarm spell (which causes the bell to go off), messenger and permanency, we have a fantasy equivalent of a modern burglar alarm. Of course, this doesn’t have to alert the local constable. It could just as well be used to notify a villain or one of his henchmen. The PCs could also use something like this. You could take this basic effect, and be alerted when somebody enters a location that you are tracking. Once notified, the PCs could rush to the location, scry, or any of a number of actions without having to actually keep physical watch.
Sometimes, you use a trap to help your PC’s, giving them a taste of what is ahead.
Scorch Marks (CR 2)
Opposite the door are scorch marks on the wall.
Type: mechanical; Perception DC 18; Disable Device 17
Trigger location; Reset Repair
When a character gets within 15′ of the door, a timer starts. If they do not open the door within 2 rounds, a gout of flame shoots out from the door. Flame(DC 16 Reflex Save or take 1d4 fire damage); multiple targets(all targets in 15′ cone)
This is a good trap to have near the beginning of your adventure. Why? Most traps help set the tone of your adventure. In this case, the characters who take their time will get burned (literally). It won’t do much damage, but it will help you set up later encounters, especially if they are time critical. Having been burned once, PCs are less likely to dilly-dally. If you do have time critical encounters, this trap will also prepare your PCs, giving them a greater chance of success, which is, after all, much more fun for everyone.
Several armchairs have been placed around the room. They all seem to have overstuffed cushions.
Type: mechanical; Perception DC 28; Disable Device 16
Trigger Touch; Reset Repair
Just under the cushions are several sharp, barbed spikes. Spikes (DC 18 Reflex Save or take 1d3 damage and become entangled with the chair. DC 22 Escape Artist or DC 22 Strength check to free from chair, however, if Strength is used, an additional 1d3 damage is dealt)
If you offer the PCs food or drink, of course they will be suspicious. But who is wary of a comfy chair? This would be a perfect beginning to a combat encounter. Several of the characters sit in the offered chairs, and become stuck as guards or thugs arrive. You can always poison these things, too. This trap can also make future social interactions somewhat awkward for the PCs. A host could take offense at the PCs poking and prodding the furniture before they sit down. The PCs may even refuse to sit down, further offending the host.
Several wires run perpendicular to the doors across the room.
Type: mechanical; Perception DC 31; Disable Device 33
Trigger touch; Reset None
The glass ceiling is held into place by several crystal hooks. If a wire is struck, it makes a sound. The vibrations cause some of the hooks to breaks, and the ceiling falls. The wires require a DC 18 Acrobatics check to maneuver through. If they are cut, it causes them to emit sound. Falling Ceiling (10d6 damage, DC 22 Reflex Save for half damage); multiple targets (all targets in room)
There is no denying that this room is trapped; it will be quite obvious. It will also be obvious that disturbing the wires is unwise. It’s also not particularly difficult to bypass at the Challenge Rating it is set for, so why bother having this trap at all? This trap serves a few purposes. Not everyone will be able to make the necessary Acrobatics checks to get through. The PCs will have to pool resources and use some teamwork to get by. This may be building something, using Fly spells, or even something as simple as buffing everyone with Dex bonuses. However the PCs decide to deal with this trap, it will take time and resources. Sometimes, that’s what traps are for.
Sometimes, even though they know better, there are certain items which are irresistible. Some PC is going to pick it up and look at it. A spellbook is one such item. This makes it a perfect opportunity to trap the item, but in a way which is a little more subtle than something like exploding runes or poison.
Type: magical; Perception DC 29; Disable Device 29
Trigger touch; Reset None
This book appears in all respects to be a spellbook. However, if anything is read, the reader gets dyslexia. (DC 16 Will Save) When preparing spells from a spellbook or reading spells from a scroll, the PC must make a Concentration check for each spell or it won’t be prepared, but will still occupy a slot. The PC will think it is prepared, and will only find out when it is cast, at which point nothing will happen.
This one is nice, because the PC’s may not necessarily know that the spellbook was the cause of the dyslexia, meaning that you might get to use this one a second time! Or, even better, just trap one spellbook in a pile of spellbooks and magical tomes. Then, sit back and watch them try to figure out which ones are bad. All the while, there can be some choice, juicy spells in a perfectly fine spellbook that they don’t get to use right away.
At the end of the hall is a wooden door with a metal frame.
Type: mechanical; Perception DC 22; Disable Device 22
Trigger touch; Reset None
When the door is opened, the metal frame snaps down on the character like a mousetrap. Mousetrap(DC 19 Reflex Save or take 2d6 damage and become pinned. CMB vs. 22 CMD to Escape)
Even though this might not kill anyone, the visual imagery of this trap going off is worth its weight in gold. If you really want to make this one memorable, have this be located at an entrance to a giant’s lair with an oversized cat. Perhaps that cat can even enter the room through a large pet door. If your PC is soloing it, have some dire rats appear as soon as he is caught.