Pathfinder

Flipping Rung (CR 2)



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

Type: mechanical; Perception DC 24; Disable Device 18

Trigger touch; Reset Repair

Effect

About 20 feet down, one of the rungs rotates into the wall when pressure is applied. Flipping Rung (DC 19 Reflex Save or fall, taking 3d6 damage)

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

Landing Spikes (CR 3)



It is a short drop to the floor below.

Type: mechanical; Perception DC 24; Disable Device 18

Trigger location; Reset Repair

Effect

When a PC lands on the floor, it flips up a set of spikes from directly in front of the PC. Spikes (DC 22 Reflex Save or take 2d6 damage)

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

Heated Rung (CR 4)



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

Type: mechanical; Perception DC 24; Disable Device 21

Trigger touch; Reset Repair

Effect

About 30 feet up, one of the rungs has been heated. Heated Rung (DC 18 Reflex Save or take 1d4 fire damage and then make a DC 22 Reflex Save or fall, taking 3d6 damage)

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

Tilting and Grating Wall (CR 4)



This wall is about 40 feet tall and has lots of handholds.

Type: mechanical; Perception DC 19; Disable Device 22

Trigger touch; Reset Repair

Effect

About 30 feet up, the wall tilts over, sending the PC sliding down the wall. However, the handholds from this angle act much like a cheese grater. Tilting Wall (DC 22 Reflex Save or slide down wall, taking 6d6 damage)

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

Chile Powder False Door (CR 2)



A stout wooden door is on the other side of the room.

Type: mechanical; Perception DC 19; Disable Device 18

Trigger touch; Reset Repair

Effect

The door is stuck and won’t open. Behind the door is a small space containing several small pillows filled with chile powder. If the door is broken to open, the pillows puff out the powder in a huge cloud. Chile Powder Door (DC 19 Fortitude Save or become blinded and nauseated for 1d6 rounds); multiple targets (all targets within 30′)

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

Acid Bottles (CR 4)



Several bottles of bubbly liquid sit on a shelf.

Type: mechanical; Perception DC 23; Disable Device 21

Trigger touch; Reset None

Effect

There are six bottles full of acid. However, the bottles are weak and stuck to the shelf. Picking one up cause it to break, spilling acid everywhere. Spilled Acid (DC 21 Reflex Save or take 2d6 acid damage)

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

Panini Portcullis (CR 6)



A stone archway is in front of you. It appears that it has a portcullis that is raised.

Type: mechanical; Perception DC 23; Disable Device 21

Trigger location; Reset Repair

Effect

When a PC crosses under the open portcullis, 2 on either side swing down, smashing the PC between them. Panini Portcullis (DC 31 Reflex Save or take 4d6 damage and become pinned, requiring a DC 28 Strength or Escape Artist check to free oneself, or someone who is free can make a DC 25 Disable Device or Engineering check)

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

Hot Springs (CR 5)



The path winds its way through several bubbling hot springs.

Type: mechanical; Perception DC 22; Disable Device 24

Trigger touch; Reset Auto

Effect

The paths are covered in loose gravel and dirt. Unless a DC 25 Acrobatics check is made for each movement, some of the rocks and dirt roll off the side of the path, splashing into the hot springs and causing boiling water and steam to shoot up. Geysers (DC 22 Reflex Save or take 1d6 fire damage); multiple targets (all targets on path)

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

Needle Trees (CR 6)



Several pine trees grow here in small clusters.

Type: natural; Perception DC 21; Disable Device 26

Trigger touch; Reset Auto

Effect

Several of the needles on the trees are very sharp and poisonous. During each round spent moving through the trees, several needles fall from the trees, sticking the PCs. Needles (+16 melee for 1d2 damage plus DC 13 Fortitude Save or take 1d3 Strength damage); multiple targets (all targets among trees)

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

Fabricated Manacles (CR 6)



Sacks of gold coins have been placed on the floor near the wall.

Type: magical; Perception DC 30; Disable Device 30

Trigger touch; Reset None

Effect

The coins are actually painted pieces of iron. When they are touched, they form into manacles that shackle the PC to the wall. Shackles (DC 19 Reflex Save or become entangled. DC 19 Escape Artist check or DC 25 Strength check to escape)

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

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