CR1

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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Blow Lock (CR 1)



The door is locked.

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

Trigger touch; Reset Repair

Effect

If lock picks or anything is stuck into the lock, compressed air blows it back. Blow Lock (+8 melee for 1d4 damage)

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Mousetrap Door (CR 1)



The doorway has a wire frame running around it.

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

Trigger touch; Reset repair

Effect

When the door opens, the wire frame slams down like a mousetrap. Mousetrap (DC 18 Reflex save or take 2d6 damage and become pinned, requiring a DC 18 Strength or Escape Artist check to free oneself)

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Light Fingers (CR 1)



This corridors down here are quite dark.

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

Trigger touch; Reset none

Effect

Each doorway down here has several little fingers sticking out. Those that go through the doorway must make a DC 28 Acrobatics check or be touched by 2d4 of the fingers on the way through. Each of these fingers casts a light spell, which lasts for 10 minutes on any object (armor, backpack, weapon, etc) that it touches.

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Sharp Portcullis (CR 1)



A closed portcullis is on front of you.

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

Trigger touch; Reset none

Effect

The bottom of the portcullis has a thin covering over a sharp edge. It is easily lifted, but gets stuck halfway up, causing the hands lifting it to break through the covering. Portcullis (+8 melee attack for 1d4+1 damage plus 1 bleed damage)

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Razor Door (CR 1)



The door is stuck into the wall.

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

Trigger touch; Reset none

Effect

The door is a false door, and the wall behind it is studded with razors. Razor Door (DC 23 Break check, and then +8 melee for 1d6 damage plus 1d6 bleed damage)

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