CR0.5

Cloak Room (CR 1/2)



An alcove full of cloaks is off to one side.

Type: mechanical; Perception DC 18; Disable Device DC 17

Trigger location; Reset Repair

Effect

One of the cloaks is on the floor. When it is stepped on, it gets yanked out from under the target. Cloak (DC 18 Reflex Save or target gets knocked prone)

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

Cornmeal Spill (CR 1/2)



The hallway slopes steeply downward.

Type: mechanical; Perception DC 18; Disable Device DC 17

Trigger location; Reset none

Effect

A bag of cornmeal leaked down this hallway. Cornmeal (DC 16 Acrobatics check when making a move action or target falls prone and slides 10′ downhill)

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

Thick Mud Tiles (CR 1/2)



This floor is made from roughly-hewn stone tile.

Type: mechanical; Perception DC 19; Disable Device DC 17

Trigger touch; Reset Repair

Effect

A few of the tiles are actually holes filled with thick mud. Mud Tiles (DC 18 Reflex Save or target is entangled, requiring a DC 18 Strength or Escape Artist check to escape)

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

Long Hallway (CR 1/2)



The hallway is long, and broken up by walls and doors every 20 feet.

Type: mechanical; Perception DC 17; Disable Device DC 15

Trigger touch; Reset repair

Effect

Most of the doors are open, but one of the doors is closed, and has been painted to look like the hallway continues. If the target is running, they take damage and make noise when they run into the door. Door (+8 vs CMD for 1d6 non-lethal damage and target becomes stunned for 1 round, target must make an attack vs. 23 CMD. If it succeeds, the door breaks)

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

Luminescent Walls (CR 1/2)



The walls give off a bright green light.

Type: mechanical; Perception DC 10; Disable Device DC 19

Trigger touch; Reset none

Effect

The light from the walls bathes everything in a green tint, making it hard to discern details. All Perception checks are at -2.

Categories: CR0.5, CR7, Pathfinder | Tags: | Leave a comment

Diamond Wire Trap Door (CR 1/2)



In the darkness above, you can see a trapdoor, with a string dangling down.

Type: mechanical; Perception DC 17; Disable Device DC 16

Trigger touch; Reset auto (unless destroyed)

Effect

The string is coated with diamond dust, and slices the hand. String (DC 16 Reflex save or take 1d2 bleed damage)

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

Hooks (CR 1/2)



The door is narrow.

Type: mechanical; Perception DC 18; Disable Device DC 18

Trigger touch; Reset auto

Effect

Several small hooks protrude from the sides of the doorframe, catching armor and gear. Hooks (DC 18 Reflex save or target is entangled, requiring a full round action to escape)

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

Clear Inserts (CR 1/2)



The floor is made from shiny wood planks.

Type: mechanical; Perception DC 19; Disable Device DC 17

Trigger location; Reset Automatic

Effect

Small, clear planks stick out from the seams between some of the boards. Inserts (DC 17 Acrobatics check per movement action or trip, falling prone)

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

Pay to Enter (CR 1/2)



The door is featureless, save for a coin slot next to it labelled “1 GP”

Type: mechanical; Perception DC 19; Disable Device DC –

Trigger touch; Reset Auto

Effect

The door is fake, and leads nowhere. It has hardness 8 and 10hp, and if broken, reveals the stone wall behind it. When a GP is inserted, it makes a small clicking noise. Any other type of coin is returned. On the other side of the wall is the receptacle for the gold. Should the wall be broken (hardness 10, 80hp) then 2d10+10 gp will be found.

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

Protruding Bricks (CR 1/2)



The masonry corridors are tight and irregular.

Type: mechanical; Perception DC 18; Disable Device DC 18

Trigger touch; Reset Auto

Effect

Several of the bricks on the lower parts of the walls stick out, creating a hazard. Bricks (DC 16 Acrobatics check on each movement action or target bangs shin, ending that movement action; target may elect to treat area as difficult terrain and negate the effect and not have to make a check)

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

Blog at WordPress.com.