Pathfinder

Magic Missile, Magic Mouth (CR 3)



There is a closed door at the bottom of the stairs.

Type: magical; Perception DC 27; Disable Device 27

Trigger location; Reset Auto (50 charges)

Effect

When a PC opens the door, they see a short corridor that turns right. At the turn, a wand has been set into the wall, and there is also a magic mouth. The magic mouth speaks the command word for the wand and fires a magic missile. Missile(1d4+1 damage)

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Fountain of False Life (CR 5)



A small fountain sits in the center of the courtyard.

Type: magical; Perception DC 29; Disable Device 29

Trigger Proximity; Reset None

Effect

When a PC gets within 10′ of the fountain, the water churns and splashes outward. When a PC is splashed by the fountain they are imbued with 1d10+7 temporary hit points that they are not aware of. These hit points will be lost first. To the PC, it will be as if he was not damaged until they run out. However, once they run out and the PC actually takes damage, he will also take additional damage immediately for the amount of temporary hit points he was granted. Fountain Splash(DC 21 Reflex Save avoids); multiple targets(all targets within 10′)

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Bursting Barrel (CR 4)



Several barrels are stacked up in the corner.

Type: mechanical; Perception DC 21; Disable Device 22

Trigger touch; Reset None

Effect

When a character opens up a barrel, the hoops explode outward, showering the area with nails and metal. Bursting Barrel(4d6 damage, DC 18 Reflex Save for half damage); multiple targets(all targets within 15′)

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Pepper Spray (CR 1)



A stained wooden door is at the end of the hall.

Type: mechanical; Perception DC 19; Disable Device 19

Trigger location; Reset None

Effect

When a character opens the door, a cloud of pepper spray appears. Pepper Spray (DC 21 Fortitude Save or become blinded and sickened for 1d4+1 rounds)

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Dart Gun (CR 1)



A door is at the end of the hall.

Type: mechanical; Perception DC 17; Disable Device 17

Trigger location; Reset None

Effect

If the doorknob is turned, a small dart fires. Dart(+4 melee for 1d4+1 damage).

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Coat of Arms (CR 5)



A huge mosaic depicting a coat of arms is in the center of the floor. It appears that the crest is that of a giant squid,

Type: magical; Perception DC 29; Disable Device 29

Trigger location; Reset None

Effect

When a character gets within 10′ of the coat of arms, a tentacle fires out, grappling the PC. Tentacle(DC +12 CMB or become grappled, 22 CMD to escape. Each round grappled, the character takes 1d4 crushing damage); multiple targets(1d4+1 tentacles)

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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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