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A Score of Trapped Chests
A Score of Trapped Chests
A Score of Trapped Chests
Uncommon Spell
Defensive Shock
CHEST THAT KNOCKS YOU OUT
School evocation [electricity]; Level alchemist 2, ma-
A large, bloated wooden chest stands in the center of
gus 2, sorcerer/wizard 2
the room. The red-painted, curved sides seem swol-
Casting Time 1 standard action
len with potential. The lid of the chest is closed with a
Components V, S, M (a hollow metal sphere)
brass lock and hinges. This chest is loaded with a top-
Range personal
pling magic missile spell. If the chest is opened with-
Target you
out the trap being disarmed, five shrieking minotaur
Duration 1 minute/level or until discharged
heads fly out from the chest unerringly striking the
five nearest creatures, damaging them and potentially
Electrical energy floods your body, shocking the next
knocking them prone.
creature that touches you. Any creature striking you
Large Redwood Chest 1 in. thick; Hardness 6; hp 10;
with its body or a handheld weapon takes 1d6 points
Disable Device DC 20; Break DC 29
of electricity damage per two caster levels (maximum
6d6). If the attacker has spell resistance, it applies Trigger touch; Reset none; Bypass silver arcane
against this damage. Each time the spell discharges, marked key
the number of damage dice it deals is halved (round- Effect Atk +10 (1d3 plus mind hammer)
ed down); when the spell’s damage dice reach 0, the CONSTRUCTION
spell ends. Skill Craft (trap) DC 20; Cost 5,400 gp
New Poison
MIND HAMMER (1,400 gp; +3 trap CR)
SPRAY OF ACID Type poison, contact; Save DC 20
This large oak chest is painted blank and carved with Onset 1 minute; Frequency 1/round for 6 rounds
the visage of a dragon. The lock mechanism rests Initial Effect 1 Int drain; Secondary Effect 1d3 Int
within the dragon’s fearsome maw. The maw itself is a damage; Cure 2 consecutive saves
ruse as it contains an easily spotted hinge (Perception
DC 10) that is use to make thieves think that the jaws Brewed from the leaves of the skull orchid, this poison
will close on trigger. However the true trap below the causes a cerebral aneurysm in any creature that fails
craved dragon’s tongue is a nozzle that will send forth its saving throw upon making contact with it. It has
a torrent of acid when someone loud approaches the a rose-like odor and a sweet taste. If applied to the
chest. surface of a weapon or some other object, its viability
Large Oak Chest 2 in. thick; Hardness 6; hp 20; Dis- outside of the bottle is approximately three hours,
able Device DC 30; Break DC 29 after which it becomes useless.
Some people, particularly thrill-seeking nobility, like
SPRAY OF ACID (CR 4, XP 1,200) to coat the rims of their wine glasses with expired
Type mechanical; Perception DC 10/25; Disable De- mind hammer, relishing in the taste of “danger” even
vice DC 20 though it is harmless to them (most of the time).
EFFECTS One vial of the poison remains good for approxi-
Trigger sound (+15 Perception); Reset none mately 1d4 weeks if an herbalist has treated its stop-
Effect acid cone (4d6 acid damage, DC 20 Reflex save per with preservative chemicals.
for half damage); multiple targets (all targets in a 30
ft. cone).
CONSTRUCTION
Skill Craft (trap) DC 20; Cost 4,000 gp
A SMALL PROBLEM
This large granite chest is veined with glittering em-
bers of red, orange and yellow. The surface is carved
with flowing symbols and arcane script. A DC 20
WIZARD’S BANE Linguistics check can recognize the text as containing
This small contain is a locked scroll case. The case is elements of Ignan and Draconic language common
made of ivory and decorated with symbols of the vari- among geniekind and the wizards that enslave them.
ous elemental lords. Within the lock mechanism is a When this trap was built, the wizards involved in its
tiny dart that has been poisoned with mind hammer. construction had managed to confine a heat swarm
Opening the scroll case with the silver arcane marked within its stony embrace before its enchantments
key of its owner bypasses the trap completely. were placed. This diminutive swarm of elemental
Tiny Ivory Scroll Case 1/2 in. thick; Hardness 6; hp fire beings has been trapped, seething with rage for
10; Disable Device DC 20; Break DC 20 untold centuries.
When the trap is triggered, the character who
WIZARD’S BANE (CR 4, XP 1,200) touched it is targeted with a greater reduce person
Type mechanical; Perception DC 20; Disable Device spell that could shrink them to Diminutive size or
DC 21 small. At the same moment as the trap triggers, the
EFFECTS lid of the chest cracks in two allowing the heat swarm
to spill outward in a confinement-induced madness.
If a character has been reduced to Diminutive size, he DEFENSE
will be lost within the swarm. For him, the battle plays AC 21, touch 21, flat-footed 14
as one character (with unmodified statistics) against a (+7 Dex, +4 size)
horde of Medium fire elementals (see Pathfinder Bes- hp 90 (12d8+36)
tiary) and for the other characters they face a diminu- Fort +12, Ref +15, Will +6
tive horde. Any magical area of effect attacks directed DR 10/–; Immune elemental traits, fire, swarm traits,
at the swarm will also affect their companion. weapon damage
Large Granite Chest: 4 in. thick; Hardness 8; hp 60; Weakness vulnerability to cold
DC 25 Disable Device; Break (DC 29) OFFENSE
Speed 30 ft., fly 60 ft. (average)
A MILLION MOTES OF FIRE (CR 5, XP 1,600) Melee swarm (3d6 plus 2d6 fire)
Type magic; Perception DC 29; Disable Device DC 29 Space 10 ft.; Reach 0 ft.
EFFECTS Special Attacks burn (2d6, DC 20), distraction (DC 18)
Trigger touch; Reset none STATISTICS
Effect spell effect (greater reduce person, DC 16 Forti- Abilities Str 1, Dex 24, Con 14, Int 6, Wis 10, Cha 6
tude negates) plus the chest opens and a heat swarm Base Atk +12; CMB —, CMD —
escapes its confinement. Feats Ability Focus (Burn), Dodge, Great Fortitude,
CONSTRUCTION Improved Initiative, Iron Will, Toughness
Prerequisites Craft Wondrous Item, greater reduce Skills Fly +28, Perception +15
person; Skill Craft (trap) DC 20; Cost 3,400 gp* ECOLOGY
* includes 2,000 gp worth of high quality granite. Environment any (Paraelemental Plane of Heat)
Organization solitary, mass (2–4 swarms), or holo-
New Spell caust (7–12 swarms)
Greater Reduce Person Treasure none
School transmutation; Level alchemist 4, magus 4,
sorcerer/wizard 4, summoner 4, witch 4
Components V, S, M (a pinch of powdered magne-
sium)
SWARM, HEAT
A swirling mass of blue dancing flames advances to-
ward you, with a skull embedded in each flame.
FINGER OF DEATH TRAP (CR 13; 25,600 XP) RUINOUS GATE (CR 15, XP 51,200)
Type magical; Perception DC 32*; Disable Device DC Type magic; Perception DC 34; Disable Device DC 34
32 EFFECTS
EFFECTS Trigger proximity (alarm); Reset none
Trigger touch; Reset automatic (5 rounds) Effect spell effect (gate, opens the way for two tasked
Effect spell effect (finger of death, 130 points of dam- glabrezu demons)
age, DC 20 Fortitude partial (3d6+13); single target CONSTRUCTION
that is not the button pusher within 60 ft.) Prerequisites Craft Wondrous Item, gate; Skill Craft
CONSTRUCTION (trap) DC 30; Cost 17,650 gp
Prerequisites Craft Wondrous Item, finger of death;
Skill Craft (trap) DC 30; Cost 45,500 gp Purple Duck Note: It didn’t seem fair to leave all these
* The button is immediately observable, while de- terrible traps in this book without leaving some kind
tecting the magic requires a Perception check of DC of reward for your players, so we decided to include
32. this legendary weapon for inclusion in your game.
A Score of Trapped Chests © 2012, Purple Duck Games; Author: Mark Gedak and Stefen Styrsky.
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