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Constricting Crawlspace Trap (CR 2)

This trap consists of a two-foot-square hole in a wall. It is just large enough for a medium sized creature to squeeze through on all fours. However, as soon as such a creature crawls halfway through, the aperture constricts.

XP 600

Type technological; Notice Perception DC 23; Disable Engineering DC 18 (disable compression for 1 round)

Trigger location; Init +10; Duration 7 rounds; Reset 1 minute

Initial Effect constricting door (+12 to grapple). If a creature is successfully grappled, the textile worms infesting the mill emerge from their vintage scrap nests, dealing 1d4 acid damage to the grappled creature’s pants each round. If these pants are destroyed, the worms deal 1d4 titillation damage to the creature each round as they quest for further fibers to consume.

Harlot’s Helper Trap (CR 7)

When an unauthorized user attempts to access the trapped vanity, a magical Curse writes itself into nearby magic items, which become Sluthacked. Such items tend to vibrate at inopportune times, cause wardrobe malfunctions, and otherwise land the afflicted creature in comically compromising predictions. A creature using a Sluthacked item takes a –4 penalty to attack rolls (if it’s a weapon), AC (if it’s a suit of armor), skill checks (if it’s involved in attempting the skill check), and so on. The technomagical virus replicates in other magic items if they touch either a Sluthacked item or a creature carrying or wearing one. This Curse remains until removed by remove affliction or similar magic or until the affected item causes a creature to succumb to titillation damage.

XP 3,200

Type hybrid; Notice Perception DC 30; Disable Computers DC 25 (rewrite virus code) or Mysticism DC 25 (dispel Curse)

Trigger touch; Reset 1 minute

Effect Curse (magic items become Sluthacked; this is a Curse effect); Will Will DC 17 negates (items of 8th level or above only; lower-level items receive no save); multiple targets (magic items carried by all creatures within 60 ft. of console)

Submission Implant Trap (CR 12)

When the trap sees a creature within 10 feet, a lancet implants a magic microchip in the triggering creature, which falls under the telepathic control of the trap as per dominate person (but affecting any creature). Rather than exerting direct control over the target, this effect forces the target to follow the instructions of any other creature as if that creature had cast dominate.

Particularly sadistic engineers have been known to pair this trap with the Whore Spore Trap (see page ##), leaving the implanted creature at the mercy of their own libido-befuddled allies.

XP 19,200

Type hybrid; Notice Perception DC 38; Disable Engineering DC 33 (disable lancet) or Mysticism DC 33 (render implant ineffective)

Trigger proximity (visual, 10 feet); Reset manual

Effect lancet +27 melee (3d6+10 P plus dominate person); Will DC 21 negates dominate person effect

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Comments

Michael Zemancik

Yeah, considering Thief’s tail, this trap is quickly gonna go from ‘sexy’ to ‘painful’.