Pathfinder

Gravity Shaft (CR 8)



A switch is on the back wall of this vertical stone shaft. Arrows point up and down.

Type: magical; Perception DC 32; Disable Device 32

Trigger touch; Reset 1 round

Effect

When the switch is flipped, the gravity reverses in the shaft, which is 100 ft high. Characters falling the entire length take 10d6 damage. There is a switch at the top as well.

Categories: CR8, Pathfinder | Tags: | Leave a comment

Hand Lock (CR 8)



A small stone hand sits on a pedestal in front of a featureless stone door.

Type: magical; Perception DC 32; Disable Device 32

Trigger touch; Reset Up to 3 times

Effect

The hand unlocks the door. One of the fingers, if moved, opens the door. If any of the other 4 are moved, the target instead takes damage. Hand Lock (7d10 damage, DC 20 Fortitude Save and take 3d6 + 13 damage instead) Once the correct finger is moved, the door opens and the hand becomes inert.

Categories: CR8, Pathfinder | Tags: | Leave a comment

Clock Door (CR 10)



A large clock face has been carved into the stone door.

Type: magical; Perception DC 34; Disable Device 34

Trigger touch; Reset Repair

Effect

In order to open the door, the correct time must be entered by using ones arms as the clock hands. However, if the incorrect time is entered, the target ages by the hour hand he enters. (DC 23 Will Save negates)

Categories: CR10, Pathfinder | Tags: | Leave a comment

Molten Wall (CR 5)



The wall is very hot.

Type: mechanical; Perception DC 18; Disable Device 24

Trigger touch; Reset None

Effect

The wall is extremely hot. If disturbed in any manner, it liquifies. Molten Wall (6d6 damage, DC 23 Reflex for half damage); multiple targets (all targets within 15′ of wall)

Categories: CR5, Pathfinder | Tags: | Leave a comment

Iron Cross (CR 5)



Each door  of the double door has a handle.

Type: mechanical; Perception DC 21; Disable Device 24

Trigger touch; Reset Repair

Effect

The only way to open the door is to operate both handles at once. Once done, the handles clamp down, and the doors slowly open, after 1 round, they begin to pull apart the PC. Door handles (DC 23 Reflex Save or become clamped. After 1 round, DC 25 Strength check or take 3d6 damage each round. DC 30 Strength, Escape Artist or Disable Device check to escape)

Categories: CR5, Pathfinder | Tags: | Leave a comment

Goblin Mines (CR 2)



The floor looks damaged or dug up in places.

Type: mechanical; Perception DC 19; Disable Device 18

Trigger location; Reset Repair

Effect

Several low quality mines have been buried in the floor. When stepped on, they explode 1 round later. Mines (DC 18 Acrobatics check per movement action or mine is stepped on and explodes 1 round later. 3d6 damage, DC 18 Reflex for half damage); multiple targets (all targets within 30′)

Categories: CR2, Pathfinder | Tags: | Leave a comment

Bane Pipes (CR 2)



A small pipe organ is on the other side of the room.

Type: magical; Perception DC 26; Disable Device 26

Trigger location; Reset done

Effect

When anyone gets within 15′ of the organ, it begins to play a dirge. This dirge has the effect of a bane spell. Bane Organ (DC 11 Will save or -1 penalty to attack rolls and fear saves); multiple targets (all targets within 50′)

Categories: CR2, Pathfinder | Tags: | Leave a comment

Blind Corner (CR 2)



Up ahead, the corner takes a 90 degree turn right.

Type: mechanical; Perception DC 19; Disable Device 19

Trigger location; Reset Repair

Effect

When the corner is rounded, several small shards of metal explode out of the wall. Shards (DC 19 Reflex Save or become blinded until magical healing is applied); multiple targets (all targets within 15′)

Categories: CR2, Pathfinder | Tags: | Leave a comment

Magnetic Spikes (CR 4)



The floor is littered with 6″ metal spikes.

Type: mechanical; Perception DC 22; Disable Device 22

Trigger location; Reset Repair

Effect

When the trap is triggered, those wearing metal armor are pulled down into the spikes. Magnetic Spikes (+12 (light armor), +14 (med armor), +16 (heavy armor) vs. CMD or target is knocked prone, taking 1d6+3 damage); multiple targets (all targets in room wearing metal armor)

Categories: CR4, Pathfinder | Tags: | Leave a comment

Loose Brick (CR 2)



Iron rungs have been set into the brick wall, creating a ladder.

Type: mechanical; Perception DC 21; Disable Device 17

Trigger location; Reset Repair

Effect

One of the bricks that a rung is attached to is loose, and not mortared into the wall. When this rung is grabbed, the brick is pulled loose. Loose Brick (DC 18 Reflex Save or fall 20′, taking 2d6 damage)

Categories: CR2, Pathfinder | Tags: | Leave a comment

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