All week long we are looking at what is in the Book of Beasts: Legendary Foes. Monday we listed all the monsters, NPCs, demigods and traps by CR. Tuesday we showed off the artwork within. Wednesday showed you how complex the NPCs were with all the class levels, archetypes, racial options, and templates layered on top of each other. Finally, today were are showing off the traps within.
High level traps are in short supply and imaginative traps that are more than a spell are even more rare. So we bring you a total of 12 traps covering CRs ranging from 15 to 24. Below are two such traps. We hope that these will be useful in making your players afraid and enhancing your world.
Collapsing Wall of Skulls CR 19 Type mechanical; Perception DC 29; Disable Device DC 29 Effects Trigger location; Reset manual Effect collapsing wall (20d6 bludgeoning damage); DC 25 Reflex avoids; multiple targets (all targets in a 5 ft. x 30 ft.-square area), onset delay (1 round)
Both sides of this thirty foot long hallway are composed entirely of humanoid skulls. One of the walls is a trap. The skulls on that wall are designed to fall on all those in the hallway, crushing them beneath their weight. The trap’s trigger is the five-foot space in front of the locked door at the end of the hallway. Any creature that stands on that spot for more than a round will trigger an avalanche of skulls. If a creature stands on the trigger and leaves before the end of its next turn, the trap’s timer resets. Trap cost: 4,750 gp. Construction DC: Craft (traps) 35.
Acid Spray Trap CR 23
Type mechanical; Perception DC 44; Disable Device DC 44 Effects Trigger touch; Reset automatic (requires 1 day to regenerate acid); Bypass hidden lock (DC 35 Perception to locate, DC 40 Disable Device to open without a key) Effect acid spray (16d6 acid damage) DC 29 Reflex half; multiple targets (all targets in a 40-ft. by 80 ft.-square room)
Triggering an acid spray trap requires touching the handle of a door that leads deeper into the dungeon. Once it is triggered, acid sprays out of a number of tiny holes in the stonework around the room (Perception check DC 45 to notice). Nowhere in the area is safe from the acid, although a Reflex save (DC 29) reduces the damage by half. A hidden lock, near the dungeon’s original entrance, prevents the acid from spraying. Trap cost: 28,000 gp. Construction DC: Craft (traps) 40.
Riyal, an character I once played, died valiatly some time ago. But his research lives on in the Riyal’s Research series. One of the things he researched are various kinds of traps. Below are two traps that kobolds really enjoy making. I hope they enhance your mishaps when facing off against the honorable and brave (I means cowardly and underhanded) kobold warriors.
Kobold Razortooth Trap CR 1 Type mechanical; Perception DC 29; Disable Device DC 15 Effects Trigger location; Reset automatic; Bypass small or smaller creatures do not set off this trap Effect tooth tipped spears (Atk +0 melee, 1d4 spear plus poison [black adder venom])
A favorite among kobolds, a razor-sharp, tooth tipped spear extends from a small hole in the wall when this trap is triggered. In order to set it off, the creature must be a medium or larger creature. Small creatures do not weigh enough to set off this trap. Since the trigger requires a creature of so much weight for the trap to go off, the spear’s aim is not terribly great. Many creatures experience the rush of air as the spear extending out mere inches in front of them. Trap cost: 1,250 gp. Construction DC: Craft (traps) 25
Acid Dump Trap CR 3 Type mechanical; Perception DC 20; Disable Device DC 20 Effects Trigger location; Reset repair; Bypass hidden switch (Perception DC 25 to locate) Effect acid drop (never miss, 2d6 acid plus 1d3 bludgeoning)
Another favorite of kobolds, the trigger for this trap is opening a door built for small size creatures. The door is always left open slightly so the kobolds can use ranged weapons from behind this trap. Even though most creatures will have cover, the point of firing ranged weapons is to distract the creatures from searching for traps. When a creature rushes through the doorway, a bowl crashes down on the opener, pouring out its acid. The trap can be disarmed by pressing a particular rock near the doorway. This rock moves a stone underneath the bowl, providing it enough support that it will stay in place for 2 rounds. If the door is not returned to its original position by this time, the trap is triggered. Trap cost: 3,000 gp. Construction DC: Craft (traps) 20.
Personally, I feel there are not enough traps in the Pathfinder Role Playing Game. With parts of the game like monsters and archetypes getting stronger support, traps feel like they do not have enough “sex appeal” for a more prominent place in the game. So we at Jon Brazer Enterprises are here to help traps reclaim their mojo in your game. Below are three traps from our recent Riyal’s Research: Traps. We hope you enjoy them.
Kobold Razortooth Trap CR 1
Type mechanical; Perception DC 29; Disable Device DC 15 Effects
Trigger location; Reset automatic; Bypass small or smaller creatures do not set off this trap Effect tooth tipped spears (Atk +0 melee, 1d4 spear plus poison [black adder venom])
A favorite among kobolds, a razor-sharp, tooth tipped spear extends from a small hole in the wall when this trap is triggered. In order to set it off, the creature must be a medium or larger creature. Small creatures do not weigh enough to set off this trap. Since the trigger requires a creature of so much weight for the trap to go off, the spear’s aim is not terribly great. Many creatures experience the rush of air as the spear extending out mere inches in front of them. Trap cost: 1,250 gp. Construction DC: Craft (traps) 25.
Acid Shower Trap CR 6
Type mechanical; Perception DC 25; Disable Device DC 20 Effects
Trigger location; Reset repair Effect acid shower (save DC 29 Reflex negates, 2d10 acid damage, touched creature takes damage for 3 rounds)
Acid pours down from a hole in the ceiling and begins to burn the creature if it did not make the save. It is believed that the creator of this trap got the kobold’s acid dump trap and decided to make a more sophisticated version. This trap is most common in labyrinths or in 10 ft. wide hallways where all those normally there know to avoid the trigger. Trap cost: 7,500 gp. Construction DC: Craft (traps) 25.
Lightning Storm Trap CR 8
Type mechanical; Perception DC 25; Disable Device DC 15 Effects
Trigger sound; Duration 2 rounds; Reset repair; Bypass hidden lock (Perception DC 25 to locate, Disable Device
DC 30 disarm) Effect alchemical device (5d6 electricity, save DC 25 Reflex half, creatures in metal armor take a -4 to this save); multiple targets (all targets in a 30-ft.-radius cone)
Used to protected treasure rooms, this trap sprays electricity from a suit of armor in the corner. Since it is triggered by noises as quiet as two coins clanging together, thieves fill up their bags with coins will set it off. However the trigger is disabled when the fingers of the suit of armor’s right fist are pointed out. Because the suit of armor is metal, failing the Disable Device check by 5 or more sets off the trap. Trap cost: 8,000 gp. Construction DC: Craft (traps) 25.
If you like these, be sure to check out Riyal’s Research: Traps today. Also watch out for Riyal’s Research: Haunts coming out next week. These deadly dangers will enhance your world and your game.
The great adventurer, abjurer and researcher, Riyal Starlight, has explored much of the world. Throughout his travels he documented many of the dangerous and unusual hazards he has lived to tell the tale. Now within these pages, he shares his findings with you.
Riyal’s Research: Traps brings you two dozen new traps for you to endanger your player characters’ very lives. These traps range in from CR 1 to 19 and include traps from the best kobold designers, traps from ancient temples, and traps in active castles and shops. These murderous menaces will enhance your world and your adventures.
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