CR1

Numbing Ramparts (CR 1)



The ramparts are about 20 feet from the ground.

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

Trigger touch; Reset none

Effect

The ramparts are covered in a viscous contact poison. Poison (DC 14 Fortitude Save or target becomes paralyzed for 1d4+1 rounds, falling if they make contact while still climbing)

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Listen at my Door, Will You? (CR 1)



A stout wooden door is in the wall.

Type: mechanical; Perception DC 23; Disable Device DC 18

Trigger touch; Reset Auto

Effect

An ogre stands on the other side of the door, if someone listens at the door, or otherwise puts body parts against it, he slams it with a big, heavy, mailed fist. Door (DC 14 Fortitude Save or target is dazed for 1 round)

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Aqua Duck (CR 1)



An aqueduct runs overhead, and water drips down from it.

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

Trigger location; Reset none

Effect

When a target crosses under the aqueduct, it collapses. Aqua Duck (DC 18 Reflex Save or take 3d6 damage) Also, all targets within 15′ get wet, extinguishing open flames, and causing the area to become difficult terrain for 1d4 rounds.

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We’ll Get You Through the Door (CR 1)



A heavy, wooden door is in front of you.

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

Trigger touch; Reset Repair

Effect

If an attempt to break down the door fails, the trap is set off, causing a huge hammer to swing down from the ceiling and into the door. Hammer (DC 19 Reflex Save or take 2d6 damage. If the hammer hits the target, it adds a +2 circumstance bonus to the failed attempt. If that is enough to succeed, the door is broken and falls into the next room, and the target falls prone on top of it)

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Voodoo Doll (CR 1)



A voodoo doll is mounted on a stand in the middle of the room. Next to it, are several long pins.

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

Trigger touch; Reset repair

Effect

The pins activate one of several crossbows hidden behind the walls of the room. Voodoo Doll (+8 vs. AC for 1d10 damage)

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Oily Stars (CR 1)



A stone stairway heads down.

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

Trigger location; Reset Repair

Effect

About halfway down, a small bladder filled with oil is under the step. This squirts oil on the stair behind it, so that the next person down steps in it. Oil (DC 18 Reflex Save or target falls down stairs, prone, and takes 1d6 damage. Any PC’s below him must make a DC 18 Reflex Save or also fall down the stairs, prone, taking 1d6 damage)

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Grassy Plot (CR 1)



A plot of grass is at the bottom of a short dropoff.

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

Trigger location; Reset auto

Effect

The grass is made of of several small, sharp blades. If the target jumps down, they take damage. Grass (+16 melee for 2d4+4 damage)

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Tagged (CR 1)



The entryway is decorated elaborately.

Type: magical; Perception DC 25; Disable Device DC 25

Trigger proximity; Reset none

Effect

When targets enter through the doorway, magical effects and devices are detected, and glow proportional to their strength. Tagged (Within 60′ of the doorway, all magical effects and objects glow and are visible to anyone in the area. The strength and duration of the visible aura follow the same rules as the Detect Magic spell); multiple targets (all targets within 60′)

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Trippy Stairs (CR 1)



A solid wooden staircase ascends into darkness above.

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

Trigger touch; Reset none

Effect

One of the middle stairs has a spring loaded touch platform that slides out several inches when stepped on, catching the back foot. Trippy Stairs (DC 19 Reflex Save or fall down stairs, taking 2d6 damage)

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Flash Chest (CR 1)



A small chest is hidden under the bed.

Type: magical; Perception DC 25; Disable Device DC 25

Trigger touch; Reset none

Effect

When the chest is opened, the inside flashes with a burst of light. Flash Chest (DC 15 Fortitude Save or target is dazzled for 1 minute)

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