Pathfinder

Arrow Attracting Glove Box (CR 4)



A glove box is inset into the large stone doors. Inside the box are several holes, a lock, and a key. Gloves are inside the box, and can be used or bypassed. The key glistens with an unknown liquid.

Type: magical; Perception DC 28; Disable Device 28

Trigger touch; Reset None

Effect

The liquid on the key is oil. Anyone not using the gloves must make a DC 24 Reflex Save to hang onto the key to open the lock. The holes are filled with arrows, and the gloves attract arrows. If the gloves are put on, all of the arrows fire. Glove Box (10 arrows +8 ranged melee for 1d6 damage each)

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

Rug Over Hole (CR 3)



A ladder stops down the wall, about 8 feet above the floor. Underneath the ladder is a throw rug.

Type: mechanical; Perception DC 19; Disable Device 16

Trigger touch; Reset Repair

Effect

Underneath the rug, there is a hole in the floor. If the rug is dropped on or stepped on, it falls down the hole. Hole (DC 22 Reflex Save or fall 40 feet, taking 4d6 damage)

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

Shackle Rung (CR 2)



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

Type: mechanical; Perception DC 24; Disable Device 19

Trigger touch; Reset Repair

Effect

About 30 feet down, when one of the rungs is stepped on, a shackle attaches to the leg with a 1 foot chain attaching it to the rung. Shackle (DC 22 Reflex Save or become shackled. DC 30 Break, Escape Artist or Disable Device check to escape. Being shackled imparts a an additional -4 penalty on these checks to any PC that has a 0 or less Dex modifier)

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

Portcullis Gears (CR 10)



Huge gears are at the end of the hall.

Type: mechanical; Perception DC 24; Disable Device 33

Trigger location; Reset Repair

Effect

The huge gears at the end of the hall are for the tower sized portcullis at the entrance to the castle. However, when activated, several more large supporting gears pop out in the hall. Gears (DC 28 Reflex Save or take 10d6 damage and become stuck in a gear, taking 5d6 damage per round. It requires a DC 25 Escape Artist or 28 CMD to escape the gears); multiple targets (all targets in hallway)

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

Spittoon (CR 5)



A spittoon sits in the corner, slightly smoking.

Type: mechanical; Perception DC 22; Disable Device 24

Trigger location; Reset 1/day

Effect

The spittoon sits on a small volcanic vent. Every day, unless it is spit into with special tobacco (located in a drawer with a DC 20 Perception check), it will erupt, spewing lava, smoke and ash into the room. Lava, smoke and ash (DC 22 Reflex Save or take 3d6 fire damage plus DC 19 Fortitude Save or take 1d6 asphyxiation damage); multiple targets (all targets in room)

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

Overhead Electric Wires (CR 5)



Several sparking wires hang from the ceiling.

Type: magical; Perception DC 29; Disable Device 29

Trigger location; Reset none

Effect

The wires on the ceiling dangle about 6 feet from the floor. They can be easily avoided. However, when someone gets to the middle of the room, a mass enlarge is set off. Mass Enlarge (DC 16 Fortitude Save or become one size bigger, creatures that are now Large or above must make a DC 16 Reflex Save or touch the wires for 5d6 electrical damage); multiple targets (all targets in room)

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

Tax Bill (CR 2)



A scroll is sealed on the table.

Type: magical; Perception DC 26; Disable Device 26

Trigger touch; Reset None

Effect

If the scroll is opened, it appears to be a tax bill that also causes fear. Fear (DC 12 Will Save or become frightened for 1d4 rounds, if 5th level or less, otherwise, they are shaken for 1 round)

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

Bleed Torches (CR 3)



Several quality-looking torches are unlit in their wall holders.

Type: magical; Perception DC 27; Disable Device 27

Trigger location; Reset None

Effect

These torches seem to last a very long time. However, when list, the smoke they emit causes anyone injured in a 15′ radius of the torch to take 1 bleed damage. Bleed (DC 18 Fortitude Save or take 1 bleed damage); multiple targets (all targets within 15′)

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

Sparta Door (CR 10)



A stout wooden door has been set into the wall, which overlooks a steep cliff.

Type: mechanical; Perception DC 26; Disable Device 28

Trigger touch; Reset Repair

Effect

If the door is opened, it kicks the person off the walkway, over the cliff. Sparta (+18 CMB or be knocked back 10 feet, falling for 10d6 damage)

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

Teleport Guard (CR 6)



A few chests are in the back of the closet.

Type: magical; Perception DC 30; Disable Device 30

Trigger location; Reset None

Effect

One of the chest if full of gold coins. Anyone carrying these coins is teleported to a locked cell in the basement if the coins are removed from a 100′ radius of the chests. Teleport (DC 22 Will Save or be teleported into a locked cell. Cell is a DC 25 Disable Device Check to unlock, or DC 30 to break out); multiple targets (all targets carrying coins)

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

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