CR0.5

Coin Slot (CR 1/2)



The door has a slot next to it and a sign that says “Pay 1gp to pass”

Type: mechanical; Perception DC 19; Disable Device DC 1

Trigger touch; Reset Auto

Effect

If a coin is inserted, it will make a clicking noise and the PC’s will find that the door is unlocked and not trapped. Of course, that’s the way it is if nothing is inserted. It’s an unlocked, untrapped door.

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Deck of Cards (CR 1/2)



A deck of cards, sealed with a wax stamp, sits on the desk.

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

Trigger touch; Reset none

Effect

The cards are metal trimmed and very sharp. Deck of Cards (+4 vs. AC for 1 bleed damage)

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Gummy Lock (CR 1/2)



The door is locked.

Type: mechanical; Perception DC 16; Disable Device DC 18

Trigger touch; Reset none

Effect

The lock is full of a sticky goo, adding +4 to the DC to open the lock. Also, if thieves’ tools are used, they gain the broken condition immediately after use unless the goo is cleaned out, i.e. the trap is disabled.

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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)

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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)

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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)

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Quick Drying Cement (CR 1/2)



The floor is very clean here.

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

Trigger touch; Reset none

Effect

The floor is covered with a fine dust over wet cement. When disturbed, the cement dries instantly. Quick Drying Cement (DC 19 Reflex Save or target is entangled, requiring a DC 29 Strength or Escape Artist check to escape)

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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)

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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.

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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)

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