As a result I've gathered a decent list of available resources, here are my favorite three
MAPS
A brilliant source I've found for generating random maps (complete with beasties, traps, and the like) can be found HERE. It Covers a range of settings (D&D 3rd/3.5 and Pathfinder are what I've looked at) and also allows for random creation of various portions of a campaign including random Inn's or NPC's. It's great if you're in a bind, or need something on the fly.
TRAPS
A major proportion of the traps I use can be found at "Mentats of Gaming presents: Trap-a-Day" and quite a few of those I've devised have been heavily influenced by their extensive list. You really should go check them out.
CREATURES (aka Beasties)
CREATURES (aka Beasties)
Honestly the best resource I've found so far is simply the Pathfinder Reference Document (PRD). Alternatively d20pfsrd is a non-official but extensive listing of pathfinder, well, everything. Cruising through both of these is easily done and if you can't find what you want they provide the official rules for creating your own creatures.
A couple of my own creations
So many of the creations I've come up with to date have been influenced so heavily by other peoples work that I don't feel comfortable posting them here and claiming that they are solely my creations. The following three entries however I am confident to post. You may have seen similar traps to those listed, but hey, nothing's original anymore.
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Skeleton Horde
“The floor is littered with humanoid bones, weapons and armour.”
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Skeleton Horde: CR 3; Type magic; Perception DC 20; Disable Device DC 18;
Trigger
location; Reset none;
Effect When the PC’s are within 10 ft of the bones five Burning Skeletons are summoned from the scattered bones, they rise in a single round.
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Suggestion on successful Perception check:
Also read; “The bones seem to have a heat
like shimmer about them and an intricate set of magical runes hum with power on
the ceiling above.”
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Ceiling Net
Ceiling Net: CR 4; Type mechanical; Perception DC 26; Disable Device DC 20*;
Trigger location; Reset manual;
Effect Atk +14 ranged (grappled, Escape Artist DC 24 to escape); multiple targets (all targets in a 10 ft. square area)**.
* If trap is disarmed the party may take one Large Net. This item is too large to be used as a single Net (as per the exotic weapon) but can be used as crude fishing net or to set up a similar trap to that disarmed. Otherwise, a Large Net can be quartered and mended into four Nets.
Quartering a Large Net takes 5 minutes with any slashing blade, and a further 30 minutes manually mending unskilled, or 15 minutes skilled per Net. Alternatively one cast of the Mending spell will “repair” one Net after the quartering process.
**The net has 5 hit points and can be burst with a DC 25 Strength check (This check can be assisted); alternatively it can be attacked by a slashing weapon or by any spell which deals fire damage. Drawing a weapon while grappled by the Net Trap takes a full round action. Casting a spell while grappled by the net requires the caster to make a concentration check DC 15 + the spell's level or be unable to cast the spell. To damage the net the spell must be fire or acid based and targeted at the net. To do this the spell must target a square the Net covers, if a creature inhabits that square they take half damage from the spell (no save).
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Suggestion on successful Perception check:
“Wire as fine as a human hair stretches the width of the corridor, waiting for the unwary to spring some hidden device.”
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Summoning Room
The cavernous room you find yourself in appears to have been built with magical precision. Unlike the surrounding corridors, the walls and roof are perfectly smooth seeming to shine with glass like polish. The floor is both beautiful and mind bending. Dropping away into the ragged crags of a natural cave, stalagmites reach up from an unknown depth.
Glass, perfectly smooth and colourless, has been set an inch above the tallest rocky spire creating a surreal feeling of floating without the use of magic. At the western end of the room dozens of magical runes have been etched permanently into the floor, apparently for the purpose of summoning creatures from far and beyond. This is made evident by a large strange looking beetle only just visible as it moves toward you due to its shining, deep black carapace.
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There you have it, three resources and three of my own small additions.
I hope you had fun reading and until next time
Frank out