1001 Descriptions for Traps


Pathfinder First Edition General Discussion

Grand Lodge

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1) You see in the door-handle mechanism a floating, glowing light -- most likely a spell ready to explode if the locking tumblers are disturbed improperly. You're certain the door is magically trapped.

2) Looking at the door frame you see a thin layer of some green, gooey substance like a membrane between door and door frame. You suspect the trap is that if the door opens, breaking the gooey green membrane, whatever chemical poison that may be sealed in the goo will become airborne.

3) Treading carefully down the dungeon corridor you just barely see a tripwire on the floor leading into a tiny hole in the wall. Peering into the hole you see a contraption holding the tripwire and turning it 90 degrees up leading to the ceiling. And sure enough, looking at the ceiling above you you can just make out an outline of a false bottom. Surely if the line is broken the ceiling will collapse.

4) Looking closely at the hexagonal door handle/ lock you see that inside the six keyholes an intricate web of gears and mechanisms -- as well as six minuscule bells -- which will most likely magically chime if the lock is not properly unlocked.


5) As you go down the hall, you turn around and notice the ceiling now has a hole in it, and you hear a soft grinding sound coming from it.

6) As you study the door ahead of you, you suddenly feel your feet getting wet. Looking down, you see water rising. Looking back the way you came, you realize the door behind you is now closed.

7) You see ahead of you a number of stones, each with a different rune. You also see a number of skeletons impaled by spears, and holes in the sides of the hallway. Then you remember, that there was a riddle mentioned when you heard about this place. How did it go? ...

/cevah

Grand Lodge

8) The king's statue is cut in marble, but looking closely you see the crown can be rotated, but peering closely you also see the mouth can open, which may just release a breath weapon if the crown is rotated -- now you just have to figure out how to disable the mouth Breath Weapon.


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9) You see a partially-constructed battle-station, the size of a small moon. Its only defense, a lightly-defended shield generator. The station isn't even fully operational.

10) Examining the chest, you note that the edges, fittings, and even the lock are ingrained with a gritty substance, like flint. Anyone striking the chest with a metal weapon or inserting metal lockpicks or keys into the lock might have caused a spark that ignited the alchemical dust and poisonous incense coating it. (Such chests likely use a glass, wood, crystal, or other non-reactive key.)

Grand Lodge

11) Looking into the keyhole you see the trap mechanism ends in a minuscule knot of eldritch power of Transmutation: Conjuration, at least, you think as such with your understanding of Spellcraft.


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Pizza Lord wrote:

9) You see a partially-constructed battle-station, the size of a small moon. Its only defense, a lightly-defended shield generator. The station isn't even fully operational.

HAHA LMAO! Omg I snorted laughed something pretty embarrassing lol!


12) As you make your way down through the foyer, you can see the slabs of sandstone of the floor are quite dilapidated and suffering from decades, possibly even a century's worth of neglect and disrepair. Except you notice that before you reach the stairs, you can see that one of these 5ft wide slabs of sandstone is an ever-so-slightly different color-- it seems that this particular stone's dilapidation has been fabricated.

13) You round the corner into the next hallway and peer into a new corridor that is roughly 15ft wide and 100ft long; you can see the far end of this hallway because there is a dimly glowing blue rune etched into the door at the far end-- at first glance, this rune appears to be magical or glowing from some otherworldly energy. As you approach the door slowly, the rune starts becoming brighter and its glow more menacing with every new step you take towards it. Once you reach the half-way mark of this hallway, a similar rune appears on the wall from the way you just came from, effectively pincer-ing the group from both sides, and this new rune is now looking just as bright as the rune on the door, almost as if they're both powering up for a beam attack of some kind.

14) You continue to traverse down the narrow hallway, and about 60ft away you see the mangled body of a would-be adventurer and a 5ft square hole in the ceiling directly above him. The adventurer appears to have been smashed nearly flat; there are several large perforations in his body, arms, legs, and shoulders that look like he might've recently fell into a spiked pit. After a few moments of eyeing this scene, a bit of blood drips from the hole in the ceiling. Another few moments go by, and another drop of blood drips again.


15)You make your Perception check and spot an odd tile on the floor, likely some kind of location trigger

16)You make your Perception check by 5 or more; in addition to the odd tile you note 2 parallel slots in the ceiling, something metal glinting in them, and blood sprays on the walls, indicating the effect of the trap the tile will trigger.


17) You see a massive treasure chest sitting in the middle of the room. It is unlatched, slightly ajar, and an enticing glitter emanates from its insides. Glowing arrows are painted on the ground, pointing towards the chest. A faint chorus of angels can be heard throughout the room. The only other detail is a charred skeleton sprawled not far from the chest.

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