CR11

Decapitating Stairs (CR 11)



A set of stairs head down.

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

Trigger location; Reset repair

Effect

The top of the stairs tilts, throwing the target forward where a thin, razor sharp wire has been strung across the stairs. Decapitating Stairs (DC 22 Reflex Save or target falls, taking 3d6 damage, and additionally, suffers a +32 melee attack for 10d6 damage + 2d6 bleed damage)

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Poison Column (CR 11)



A narrow spiral staircase descends into darkness.

Type: mechanical; Perception DC 28; Disable Device DC 19

Trigger touch; Reset Repair

Effect

The center column of the staircase is covered in a contact poison. Poison (1d6 Con Damage per round for 6 rounds 1 minute after contact, Consecutive DC 20 Fortitude Save ends, DC 18 Acrobatics check to avoid touching column); multiple targets (all targets on stairs)

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Sovereign Bolt (CR 11)



The base of the hill is grassy.

Type: magical; Perception DC 35; Disable Device DC 35

Trigger proximity; Reset 1d6 rounds

Effect

When a PC gets to within 30′ of this trap, a small bolt strikes the target. Sovereign Bolt (DC 30 Reflex Save or take 1d8 damage plus 1d8 bleed damage. The bleed damage can only be stopped by removing the bolt, which has been glued into the wound. Only universal solvent, a wish, or cutting the area around the bolt will stop the bleeding. If the area is cut out, the target must make a DC 30 Fortitude save or take 15d10 shock damage)

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Marble Statue (CR 11)



A large marble statue dominates the end of the hall.

Type: magical; Perception DC 34; Disable Device 34

Trigger proximity; Reset Auto

Effect

Anyone in the room is immediately in awe of the statue. Awe (DC 27 Will Save or become awed for 17 rounds. Awed PCs fall prostrate and are considered helpless. A PC that saves is staggered for 1 round. Awed PCs may make a new save every round. If they save, they are staggered for 1d4 rounds and take 1d6 Wisdom damage); multiple targets (all targets in room)

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Corpse (CR 11)



A decaying corpse holds a small leather bag.

Type: mechanical; Perception DC 28; Disable Device 31

Trigger location; Reset None

Effect

The leather bag contains 100gp. However, if it is opened, the person opening it becomes exposed to Cackle Fever. Cackle Fever (1/day, DC 16 Fortitude Save, 1d6 Wis damage. 2 consecutive saves for cure)

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Piano Room (CR 11)



Several wires run perpendicular to the doors across the room. 

Type: mechanical; Perception DC 31; Disable Device 33

Trigger touch; Reset None

Effect

The glass ceiling is held into place by several crystal hooks. If a wire is struck, it makes a sound. The vibrations cause some of the hooks to breaks, and the ceiling falls. The wires require a DC 18 Acrobatics check to maneuver through. If they are cut, it causes them to emit sound. Falling Ceiling (10d6 damage, DC 22 Reflex Save for half damage); multiple targets (all targets in room)

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Chiropractor’s Table (CR 11)



A strange looking table is in the corner, set at an angle and with a donut-shaped pillow attached to one end.

Type: magical; Perception DC 35; Disable Device 35

Trigger location; Reset None

Effect

Any character looking at the table must make a DC 26 Will Save or be compelled to lie on the table. Once on the table, the character feels relaxed and won’t want to get up. If compelled by an outside source, such as another PC urging them to leave, they get another Will Save. If they don’t leave, in 1d4 rounds, they must make another DC 26 Will Save or have their alignment randomly change by 2 spots.

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Magic Missile Vineyard (CR 11)



The grapes on the vines seem plump and ripe

Type: magical; Perception DC 35; Disable Device 35

Trigger location; Reset None

Effect

Each vine has a bunch of grapes that are magic missiles. If someone wanders into the vineyard without the correct amulet, they will be hit by magic missiles. Every 30 feet there will be 5 missiles that will be evenly distributed amongst the party. Magic Missile x 5 (1d4 + 1 damage); multiple targets (all targets within 30 feet)

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Closet Full of Anvils (CR 11)



A sturdy wooden door is on the far wall.

Type: mechanical; Perception DC 28; Disable Device 34

Trigger location; Reset Repair

Effect

The door leads to a closet which is overflowing with anvils. When it is opened, the anvils spill out. Anvils(DC 22 Reflex Save or take 8d6 damage)

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Hells Bells (CR 11)



For today’s extrapaganza, I decided a haunt was in order.

When you enter the room, you hear a small, haunting chime of several bells.

XP 12,800; N haunt (special)

Caster Level 10th; Notice Perception DC 35 (to locate bells); HP 49

Trigger proximity; Reset 1 day

Effect

When this haunt is triggered, several bells ring. This causes all of the characters to make a DC 30 Will Save or lose 1 Wisdom permanently. Afterwards, once per day, the bells will ring and the characters will hear it, no matter where they are. Only destroying the bells will stop the attacks.

Destruction

The bells can be destroyed easily, but they must be found, which requires a DC 35 Perception check while in the room. The haunt cannot be destroyed by reducing its HP, as it is neutral.

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