Pathfinder

Paper Floor Pit (CR 1)



A wooden floor stretches across the room.

Type: mechanical; Perception DC 19; Disable Device 16

Trigger location; Reset Repair

Effect

Just inside the door, a 5′ section of floor has been replaced by a carefully disguised piece of paper that looks like the floor. Paper Floor Pit (DC 17 Reflex Save or fall into 20′ pit, taking 2d6 damage)

Categories: CR1, Pathfinder | Tags: | Leave a comment

Itching Door (CR 4)



The wooden door at the end of the hall is swollen and stuck.

Type: mechanical; Perception DC 21; Disable Device 19

Trigger touch; Reset Repair

Effect

It requires a DC 22 Break check to open the door. If the check succeeds, a cloud of dust emanates from the door, causing intense itching. Dust (DC 22 Fortitude Save or itch for 1d4+1 minutes. During this time, skill checks and attack rolls are at -4, anything that requires concentration needs a DC 20 Will Save to attempt, and spellcasters must also make concentration checks when casting spells); multiple targets (all targets within 30′)

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

Incorporeal Wall (CR 7)



The wall between the two rooms seems translucent.

Type: magical; Perception DC 30; Disable Device 30

Trigger touch; Reset None

Effect

The wall is incorporeal, and objects and even hands/arms can freely pass through. However a PC steps through the wall, it immediately turns to solid stone, and also turns the PC to stone. Stone (DC 19 Fortitude Save or be turned to stone inside the wall) PCs turned to stone are stuck in the wall. If restored to flesh while still in the wall they are instantly killed, and must be removed before restored.

Categories: CR7, Pathfinder | Tags: | Leave a comment

Shouting Mosaic (CR 2)



A mosaic of a fair lass is set into the floor, done in colored glass.

Type: magical; Perception DC 26; Disable Device 26

Trigger touch; Reset None

Effect

Unless specifically avoided, the mosaic will be stepped on. When stepped on or examined closely, it screams. Scream (1d6 sonic damage and become dazed for 1 round, DC 16 Fortitude Save for half damage and negates daze)

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

Gem in Horn (CR 3)



A large, red gem is stuck into the wall.

Type: magical; Perception DC 27; Disable Device 27

Trigger touch; Reset None

Effect

When the gem is removed, a sonic blast emanates from the hole, dealing 1d8 points of damage in a 30′ cone. Also, anyone in the cone must make a DC 18 Fortitude Save or become stunned for 1 round. The gem is worth 100gp.

Categories: CR3, Pathfinder | Tags: | Leave a comment

Sodium Drain (CR 6)



A covered drain is set into the center tile of this room.

Type: mechanical; Perception DC 22; Disable Device 21

Trigger location; Reset none

Effect

After everyone is in the room, it seals and begins to flood with water. If the drain cover is removed (DC 17 Strength check) the water quickly drains from the room. However, the drain is lined with sodium, which explodes. Sodium (DC 23 Reflex Save or taje 6d6 damage); multiple targets (all targets within 30′)

Categories: CR6, Pathfinder | Tags: | Leave a comment

Mood Swing (CR 2)



A rope hangs from the ceiling, dangling over the center of a small chasm.

Type: magical; Perception DC 26; Disable Device 26

Trigger touch; Reset none

Effect

Jumping across the chasm requires a DC 30 Acrobatics check, as it is 30 feet wide. Using the rope, however, only requires a DC 10 Acrobatics check. However if the rope is used, the PC must make a DC 16 Will Save or become shaken for 1d4 rounds.

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

Ant Door (CR 4)



Several woven mats line the doorway.

Type: mechanical; Perception DC 21; Disable Device 24

Trigger touch; Reset Repair

Effect

The mats are lined with bullet ants. Anyone passing through the door gets stung several times. Ant Sting (DC 24 Fortitude Save or become helpless for 4d6 hours as they fall down in excruciating pain. Each hour the PC must also make a DC 21 Will Save or lose 1 Wisdom point. Once the effect ends, the character gains the exhausted condition)

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

Marble Statue (CR 11)



A large marble statue dominates the end of the hall.

Type: magical; Perception DC 34; Disable Device 34

Trigger proximity; Reset Auto

Effect

Anyone in the room is immediately in awe of the statue. Awe (DC 27 Will Save or become awed for 17 rounds. Awed PCs fall prostrate and are considered helpless. A PC that saves is staggered for 1 round. Awed PCs may make a new save every round. If they save, they are staggered for 1d4 rounds and take 1d6 Wisdom damage); multiple targets (all targets in room)

Categories: CR11, Pathfinder | Tags: | Leave a comment

Tacky Rung (CR 1)



Iron rungs have been set into the stone wall, making a ladder that goes up.

Type: mechanical; Perception DC 17; Disable Device 19

Trigger touch; Reset auto

Effect

About 20 feet up, one of the rungs has small spikes on the surface. Spikes (DC 18 Reflex Save or fall, taking 2d6 damage)

Categories: CR1, Pathfinder | Tags: | Leave a comment

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