Pathfinder

Burning Oil (CR 4)



The hallway is interrupted by a closed portcullis.

Type: mechanical; Perception DC 19; Disable Device 22

Trigger location; Reset Repair

Effect

The portcullis is locked (DC 25 Disable Device). When opened, boiling oil streams down from small holes in the ceiling. Boiling Oil (4d6 fire damage, DC 24 Reflex Save for 1d6 splash damage); multiple targets (all targets within 30′ of portcullis)

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

Lesser Hand Carpet (CR 4)



The carpet down this hall is covered in patterns of hands.

Type: magical; Perception DC 28; Disable Device 28

Trigger location; Reset None

Effect

If anyone moves down the hall at a speed greater than 30′, the hands in the carpet animate, tripping the PC. Trip (DC 19 Reflex save or fall prone)

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

Stagnant Water (CR 2)



The floor is covered in a few inches of stagnant, standing water.

Type: mechanical; Perception DC 19; Disable Device -

Trigger location; Reset Auto

Effect

The water is slightly toxic. Those waking in it must make a DC 18 Fortitude save or their feet become covered in painful blisters for 1d4-1 days. While blistered, speed is reduced by half and any movement based checks are at -4.

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

Itching Chair (CR 1/2)



A huge wooden desk is in this room. Before it are two plush chairs.

Type: mechanical; Perception DC 19; Disable Device 19

Trigger location; Reset Repair

Effect

Anyone who sits in one of the chairs must make a DC 16 Fortitude save or will begin to itch intensely in 1d4 rounds. The itching lasts one hour. While itching, the PC is at -2 to Charisma and Dexterity based skill checks.

Categories: CR0.5, Pathfinder | Tags: | Leave a comment

Iron Powder Cloud (CR 4)



The hallway looks as it has been scoured clean.

Type: mechanical; Perception DC 22; Disable Device 21

Trigger location; Reset None

Effect

When the PC’s get about halfway across the hallway, a fine mist sprays out from the ceiling, covering the PC’s with a sticky, gooey film. Film (DC 19 Reflex Save or be covered in a sticky goo); multiple targets (all targets in hallway). Once the mist sprays out, clouds of iron powder puff out every round. Iron Powder (Those covered in the film must make a DC 24 Reflex Save or be covered by the powder. Each round adds 10 lbs to the character’s encumberance, and powder comes out for each 5′ of movement)

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

Force Feathers (CR 6)



There’s an empty room ahead. Yep, empty.

Type: magical; Perception DC 30; Disable Device 30

Trigger location; Reset None

Effect

When the PC’s take any action in the room other than movement thousands of tiny, invisible force feathers wink into existence and brush the PC’s. Force Feathers (DC 17 Will save or break into uncontrollable laughter, falling prone and unable to take any actions. PC’s are not considered helpless); multiple targets (all targets in room)

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

Faerie Path (CR 2)



The path ahead is unnaturally dark.

Type: magical; Perception DC 26; Disable Device 26

Trigger location; Reset None

Effect

The path itself is littered with pits, and off to the side are several goblin archers. When the PC’s step onto the path, they are affected as if by a faerie fire spell. As the move, they will find that if they wind through the path, the faerie fire affects them in certain places and not in others. If they wander away from the faerie fire, the PC’s encounter spiked pits for every 10′ of movement. Pit (DC 18 Reflex Save or fall, taking 1d6+3 damage). If they stay and follow the faerie fire path, they are targeted by 1d4 archers each turn. Archers (+8 melee for 1d8 damage)

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

Coconuts (CR 4)



A basket hangs here, full of empty coconut halves.

Type: magical; Perception DC 29; Disable Device 29

Trigger location; Reset None

Effect

Any PC that travels the pathway ahead is affected by a slow spell unless they take two coconut halves and bang them together while moving. Doing so causes them to move at half speed, but they do not gain the staggered condition.

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

Flame Thrower Peep Hole (CR 2)



A stout wooden door, locked and barred from this side is on the other side of the room. There is a small iron peephole that can be opened.

Type: mechanical; Perception DC 22; Disable Device 19

Trigger location; Reset None

Effect

When the peephole is looked through (note that opening does not set off the trap) they PC sees their own eye looking back at them, followed by a jet of flame. Jet of Flame (DC 21 Reflex save or become blinded until magical healing is applied)

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

Chile Powder Cloud (CR 2)



The door ahead is locked and swollen.

Type: mechanical; Perception DC 19; Disable Device 19

Trigger location; Reset Repair

Effect

When the door is opened, several bags of chile powder puff into the air. Chile powder (DC 17 Fortitude Save or become blinded and sickened for 1d6 rounds); multiple targets (all targets within 30′)

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

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