Some more random traps from CR2 to CR7

Random Trap: An elevator room shifts 3 levels down
(Search DC21; Disable Device DC21).

Ceiling Trap: Bricks from ceiling (CR2)
Bricks from Ceiling: CR 2; mechanical; touch trigger; repair reset; Atk +12 melee (2d6, bricks); multiple targets (all targets in two adjacent 5-ft. squares); Search DC 20; Disable Device DC 20. Market Price: 2,400 gp.

Door Trap: Opening this door causes a Trapdoor to open above the persons beyond the door after the characters have moved through it, dropping nearly a ton of Gold coins (Actually Copper coins with a Glamour cast upon them to make them look like Gold.) 16000 coins drop on the unfortunate victims, causing 37 dmg to the party (Reflex 1/2 DC15). There is a 50% chance of being knocked unconscious beneath the coins, and possibly suffocating as a result of the overwhelming pressure of the coins unless the unconscious victims are dug free.

Outdoor Trap: Chain Lightning trap (11d6) (CR7)
Chain Lightning Trap: CR 7; magic device; proximity trigger (alarm); automatic reset; spell effect (chain lightning, 11th-level wizard, 11d6 electricity to target nearest center of trigger area plus 5d6 electricity to each of up to eleven secondary targets, DC 19 Reflex save half damage); Search DC 31; Disable Device DC 31. Cost: 33,000 gp, 2,640 XP.

Pit Trap: Pit trap (80′) (CR4)
Pit Trap: CR 4; mechanical, location trigger; manual reset; DC 20 Reflex save avoids; 80 ft. deep (8d6, fall); Search DC 20; Disable Device DC 20. Market Price: 4,000 gp.

Room Trap: Bricks from ceiling (CR2)
Bricks from Ceiling: CR 2; mechanical; touch trigger; repair reset; Atk +12 melee (2d6, bricks); multiple targets (all targets in two adjacent 5-ft. squares); Search DC 20; Disable Device DC 20. Market Price: 2,400 gp.

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