In 3 days I'm hosting a session and I devised a horribly fun trap. The trap kills them with a powerful poison in 1D4+2 rounds if they fail the consecutive saves. After the poison kills the target, ...
Trap crafting rules: The cost of a mechanical trap is 1,000 gp × the trap's Challenge Rating. If the trap uses spells in its trigger or reset, add those costs separately. If the trap cannot be ...
As a GM, I would like to introduce a "trapped" magic item in one of my next adventures. The idea is that interacting with the item (detect magic, most probably, or touching it for a moment) would ...
It seems like haunts are just souped up traps. My problem is according to the book, they have some ridiculous requirements for getting rid of them. How would my party even know the very specific ...
I did some maths, based on PF SRD for both traps and crafting, and this is what I found : a Pit Trap is a CR-1 trap (but it's a lazy kind of trap, so let's assume, as PF SRD tells us to do, that it ...
Say you were a clever villain holed up in a dungeon where the only obvious way of entering was to swim quite some distance under water. Not to be put off by such obstacles, the heroes simply spend ...
I'm trying to understand the rules of perceiving magical traps, but I remain confused on some finer points. Let's say the PCs will encounter a Symbol of Weakness trap. The trap is on a door, and is ...
I'm working on a story concept where the villain is a tinker who is seeking revenge against a noble house, and his M.O. is intricate mechanical traps. The trap rules given are fine for dungeon ...