Pathfinder

Stained Glass Window (CR 5)



An multi-paned glass window is at the far side of this big room. The sun is beginning to shine through it.

Type: magical; Perception DC 29; Disable Device 29

Trigger location; Reset None

Effect

Each pane is a different color. When the light shines through different panes, the following effects happen. The light moves through a different pane per round, and takes 8 rounds to transit. The effects target a random PC in the room.

1. Yellow – (DC 21 Reflex Save or be struck by a searing light beam for 4d8 points of damage)

2. Red – (PC and everyone in 30′ radius or be struck by a fireball for 4d6 damage, DC 21 Reflex Save for half damage)

3. Blue (DC 21 Fortitude Save or gain exhausted condition from blue ray)

4. Green (DC 21 Fortitude Save or gain nauseated condition from green ray for 1d10+1 rounds)

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Fan Pit (CR 6)



The floor of this long hallway is made of wood.

Type: mechanical; Perception DC 22; Disable Device 19

Trigger location; Reset None

Effect

Halfway down the hallway, the floor opens up under the PC and drops them in a pit. The pit drop 10 feet into a fan, and then another 20 feet. Pit (DC 22 Reflex Save or take 3d6 damage, +12 melee attack or take 4d8 damage from fan)

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Boulder and False Exit (CR 8)



After a soft click is heard, a large boulder starts to roll down towards the party!

Type: mechanical; Perception DC 24; Disable Device 24

Trigger location; Reset None

Effect

When a character trips the trap in a hallway, a large boulder drop from the ceiling and begins rolling towards them. It picks up steam until it is moving 60′ per round in 2 rounds. As the party runs away, the corridor forks. Down one corridor they can see sunshine filtering in. The other one is dark. The dark hallway exits into a cavern complex, and the PC’s, once in, can easily dodge the boulder. The light one ends after 100′ in a blank wall, filled with polished spikes which reflect the sunlight from above. Boulder and spikes(Boulder 4d8 damage if boulder rolls over PC; If smashed against wall take 3d6 damage from boulder, plus 4d8 from spikes, DC 24 Reflex Save avoids spike damage); multiple targets (all targets in hallway)

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If you really want it (CR 8)



A magnificent staff is mounted on the wall.

Type: magical; Perception DC 32; Disable Device 32

Trigger touch; Reset None

Effect

If the staff is removed from the wall, it is teleported into the character touching it, impaling him. Staff Teleport(3d6 damage plus 1d6 damage per round until removed. Can be removed with a DC 15 heal check for no damage, or if the check is failed or not used, the removal causes an additional 1d6 damage, and also results in an additional 1d6 bleed damage)

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Oily Floors (CR 7)



These twisted passages are filled with cobwebs.

Type: mechanical; Perception DC 21; Disable Device 24

Trigger location; Reset None

Effect

The cobwebs are thick enough to act like a Web spell cast at CL4. However, under the web, in the seams of the floor tiles is a lot of flammable oil. If the webs are set alight, it creates a flash fireball. Flash Fireball (6d6 fire damage, DC 19 Reflex Save for half damage); multiple targets (all targets in hallways). The fire clears out the entire complex of cobwebs.

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Don’t Eat My Food (CR 1)



Several tasty looking treats sit on a pantry shelf.

Type: magical; Perception DC 25; Disable Device 25

Trigger touch; Reset None

Effect

When a character eats some of the food, the food is putrified. Putrification (DC 15 Fortitude Save or become nauseated for 1d8+1 rounds)

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Stone Cell (CR 4)



Books, scrolls, potions and other items litter the top of a stone table.

Type: magical; Perception DC 28; Disable Device 28

Trigger touch; Reset None

Effect

The stone table is the workbench of a wizard. If items are removed, the offender is melded into the stone table. Stone Meld(DC 18 Fortitude save or be melded into the stone for 50 minutes. Any stone manipulation, or a spell like passwall will free the trapped person, but will deal 5d6 damage unless another DC 18 Fortitude save is made)

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Burglar Alarm (CR 6)



The windows are dark in this small cottage, it appears unoccupied.

Type: magical; Perception DC 30; Disable Device 30

Trigger location; Reset None

Effect

If the residence is entered, a small bell chimes. This bell, via a message spell, is also heard by the local constable, who will arrive in 2d10 rounds to investigate.

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Caravel Security System (CR 3)



A small caravel is tied off to the end of the pier. It appears unmanned.

Type: magical; Perception DC 27; Disable Device 27

Trigger location; Reset None

Effect

If the ship is untied, many of the ropes animate, re-tying itself to the pier and tangling up any people near or on the boat. Animated Ropes(DC 18 Reflex Save or become pinned, requiring CMB check vs. CMD 18 to Escape); multiple targets(all targets on or within 10′ of boat)

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Goblin Tripcord (CR 1/2)



A small hole is in the wall, about 3 feet up.

Type: mechanical; Perception DC 16; Disable Device 16

Trigger location; Reset None

Effect

A thin cord lays across the floor. From behind the wall, a single goblin watches. When a PC crosses the line, he yanks on it, bringing it up and tripping the PC. Usually, a small squad of goblins will then appear. Goblin Tripcord(+8 CMB attack to trip)

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