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Dec 132012
 

Ceiling Trap: Weighted net activated (DC18).
The trap is activated when a chain is pulled.

Door Trap: There is an open pit on the other side of the door.

Outdoor Trap: Wide-mouthed spiked pit trap with poisoned spikes (70′; Memory Key (BoEM1) and Heartthief (BoEM1) (Type: Injury or Ingested. Damage: Specific target forgets specific memory (DC16). Magical Poison: Lose memory closest person (Will DC16). CR4)) (see CR9 Trap in DMG) (CR10)
Wide-Mouth Spiked Pit with Poisoned Spikes: CR 9; mechanical; location trigger; manual reset; hidden lock bypass (Search DC 25, Open Lock DC 30); DC 20 Reflex save avoids; 70 ft. deep (7d6, fall); multiple targets (all targets within a 10-ft.-by-10-ft. area); pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+5 plus poison each); poison (giant wasp poison, DC 14 Fortitude save resists, 1d6 Dex/1d6 Dex); Search DC 20; Disable Device DC 20. Market Price: 11,910 gp.

Pit Trap: Poisoned spiked pit trap (50′; Dried Blood (101Sp) and Fireheart (BoEM1) (Type: Injury. Damage: 4d6 hp/2d6 hp (DC22). Magical Poison: 3d6/3d6 Fire. CR4)) (CR10)
Poisoned Spiked Pit Trap: CR 10; mechanical; location trigger; manual reset; hidden lock bypass (Search DC 25, Open Lock DC 30); DC 20 Reflex save avoids; 50 ft. deep (5d6, fall); multiple targets (first target in each of two adjacent 5-ft. squares); pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+5 plus poison each); poison (purple worm poison, DC 24 Fortitude save resists, 1d6 Str/2d6 Str); Search DC 16; Disable Device DC 25. Market Price: 19,700 gp.

Room Trap: distance-distortion corridor that appears to be 3 times its actual length.

 

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 Posted by at 5:17 pm  Tagged with:
Jul 172012
 

Ceiling Trap: Crushing ceiling descends (20d6=72).
The trap is activated when a magical trigger is set off.

Door Trap: This door is filled with hidden pockets of Green Slime (CR4). Any undue force will cause the hidden pockets to burst in a 5-foot square that deals 1d6 Con damage per round as it devours flesh. On the first round of contact, the slime can be scraped off (most likely destroying the scraping device), but ater that it must be frozen, burned, or cut away (dealing damage to the victim as well). Anything that deals cold or fire damage, sunlight, or a remove disease spell destroys a patch of green slime. Against wood or metal, green slime deals 2d6 damage per round, ignoring metal’s hardness but not that of wood. It does not harm stone.

Outdoor Trap: Fireball trap (5d6) (CR4)
Fireball Trap: CR 5; magic device; touch trigger; automatic reset; spell effect (fireball, 8th-level wizard, 8d6 fire, DC 14 Reflex save half damage); Search DC 28; Disable Device DC 28. Cost: 12,000 gp, 960 XP.

Pit Trap: 50-foot-deep (5d6=18) pit covered by a fragile lid.

Room Trap: Basic arrow trap (CR1)
Basic Arrow Trap: CR 1; mechanical; proximity trigger; manual reset; Atk +10 ranged (1d6/x3, arrow); Search DC 20; Disable Device DC 20. Market Price: 2,000 gp.

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