CR1

Closing Door (CR 1)


 

A wooden door is closed here.

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

Trigger touch; Reset none

Effect

The door is trapped with another trap that resets when the door is closed. The door automatically closes, unless propped open.

Open/Close

Categories: CR1, Pathfinder | Tags: | Leave a comment

Reminder (CR 1)



The door seems pretty sturdy.

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

Trigger touch; Reset none

Effect

When the door is opened, the door beeps. Reminder (DC 15 Will Save or next time the target must make a stealth check, active or passive, they will make a loud beeping noise, causing the stealthy check to have a -20 penalty. This effect lasts for 1 hour or until discharged)

Message

Categories: CR1, Pathfinder | Tags: | Leave a comment

Handy Wires (CR 1)



Several small statues of hands point down the hall.

Type: magical; Perception DC 26; Disable Device DC 26

Trigger proximity; Reset none

Effect

Small wires run across the hall, hidden in the cracks between tiles on the floor. When a target passes a hand, it raises the next wire by 1 foot. Moving characters must make a DC 15 Reflex save to avoid tripping over the wire. Those moving through the wired area after the fact must make a DC 15 Acrobatics check every 5 feet or fall prone.

Mage Hand

Categories: CR1, Pathfinder | Tags: | Leave a comment

Music Box (CR 1)



A delicate music box is just inside the door.

Type: magical; Perception DC 26; Disable Device DC 26

Trigger location; Reset none

Effect

If the target enters the room, the music box begins to softly play. Music Box (DC 15 Will Save  or target gets a -5 penalty to Perception checks and -2 to sleep effects for 1d10+1 rounds); multiple targets (all targets in room)

Lullaby

Categories: CR1, Pathfinder | Tags: | Leave a comment

Illumination (CR 1)



The corridor ahead is dark.

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

Trigger proximity; Reset none

Effect

As the party moves down the corridor, it begins to light up on the far side, around the corner, alerting the guards.

Light

Categories: CR1, CR3, Pathfinder | Tags: | Leave a comment

Which Way? (CR 1)



Several doors, placed at odd angles are in this room.

Type: magical; Perception DC 26; Disable Device DC 26

Trigger proximity; Reset none

Effect

The target will always think that north is in a certain direction. Which way (DC 15 Will Save or when target tries to navigate, they will think that north is a certain direction, determined by a d4 (1 – North, 2 – East, 3 – South, 4 – West))

Know Direction

Categories: CR1, Pathfinder | Tags: | Leave a comment

A Bit of Guidance (CR 1)



A fountain depicts a goddess of luck spewing out water.

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

Trigger touch; Reset none

Effect

If an offer is made, the target gains a +2 bonus to their next attack roll or skill check. This bonus supersedes all other bonuses.

Guidance

Categories: CR1, Pathfinder | Tags: | Leave a comment

Ghost Buddies (CR 1)



Many doors lead from this dark hallway.

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

Trigger proximity; Reset none

Effect

If any of the doors are opened, the shouts of several guards can be heard, yelling things like “Thieves”, “Arrest Them”,  and “Don’t let them get away”. These sounds last for 1 round.

Ghost Sound

Categories: CR1, Pathfinder | Tags: | Leave a comment

Candles, Candles and more Candles (CR 1)



This room is lit by dozens of candles.

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

Trigger proximity; Reset none

Effect

When the far door opens (because the party is being attacked) all the candles flash brightly. Candles (DC 15 Fortitude save or target becomes dazzled for 1 minute); multiple targets (all targets within 60′)

Flare

Categories: CR1, CR3, Pathfinder | Tags: | Leave a comment

Undead Door (CR 1)



The walls of this room are lined with motionless undead.

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

Trigger proximity; Reset 1 round

Effect

If a target is within 10′ of the exit door, a ray shoots from it at a random undead creature, waking it. Undead Door (+2 ranged touch attack vs. undead for 1d6 damage. A successful strike awakens it);

Disrupt Undead

Categories: CR1, Pathfinder | Tags: | Leave a comment

Blog at WordPress.com.