- Two 10-foot-deep pits with 9
feet of scummy water at the bottom, covered by a drop lid which opens when a
lever is moved. (Search DC20; Disable Device
DC20).
- A enthrall spell (Will DC15) is activated (CL: 5; CR2) when anyone enters the area (Search DC19; Disable Device DC21).
- A simple 30-foot-deep (3d6 damage) pit (Search DC10; Disable Device DC19).
- A 60-foot-deep (20 damage) pit covered by a self-locking lid which opens when anyone enters the area. Lock: None. It will be Arcane Locked (caster level 8).(Search DC13; Disable Device DC20).
- A door explodes when opened: Glyph of warding (blast) spell (Reflex DC17) is activated (5' rad) (17 sonic damage) (CL8) (Search DC18; Disable Device DC24).
- A loud chime sounds when a trigger stone is stepped on (Search DC15; Disable Device DC18)
- Fist-sized stones (Reflex DC20) (Damage: 20) fills
the room when a tripwire is touched
(Search DC15; Disable Device DC22). - A 30-foot-deep (6 damage) pit with venomous snakes swarm at the bottom, covered by a drop lid which opens when a tripwire is touched (Search DC22; Disable Device DC22).
- A huge block falls (28 damage) (DC15).The trap is activated when anyone enters the area (Search DC14; Disable Device DC21).
- The door is filled with darkness substance (DC26) (Search
DC21; Disable Device DC21).
Showing posts with label traps. Show all posts
Showing posts with label traps. Show all posts
Saturday, November 22, 2014
Random Traps (A Random 1d10 Table)
Wednesday, October 8, 2014
Names for Traps (A Random 1d10 Table)
Here is a random table of names for traps. It is up to the GM to devise the machination of the individual trap. Use the name as a seed for inspiration.
Names for Traps
A Random 1d10 Table
- The hallway of stiches
- The archway of flames
- The room of the last gasp
- The chest of eternal doom
- The floor of the endless pit
- The crushing hallway
- The hallway of arrows and poison
- The never ending corridor
- The last dead end
- The cage match room
Thursday, October 2, 2014
Trapped Items (A Random 1d10 Table)
It is left up to the game master to decide how these items are trapped.
- a quiver of arrows
- a magic staff
- food stores
- a pair of good quality boots
- a piece of jewlery
- a magical ring
- a crossbow
- a chain mail shirt
- a shield
- a pile of maps
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