CR11

Desk Calendar (CR 11)



A book sits open on a small desk. It is turned to a journal entry that is dated for today.

Type: magical; Perception DC 35; Disable Device 35

Trigger touch; Reset None

Effect

If the page is turned to tomorrow, the book emits a Power Word: Kill with a save DC of 23. The world may not be ending, but it is ending for you.

Categories: CR11, Pathfinder | Tags: | Leave a comment

Capillary Poison (CR 11)



The lock on the door seems very sturdy.

Type: mechanical; Perception DC 38; Disable Device 24

Trigger location; Reset Repair

Effect

The tumblers on the lock all have tiny sacks of contact poison. When something comes into contact with the tumblers, like a key or lock pick, the poison quickly travels up the implement to make contact with the tool holder. Contact Poison (Tears of Death – 1 minute Onset, 1/minute for 6 minutes, 1d6 Con Damage and paralyzed for 1 minute, DC 22 Fortitude Save)

Categories: CR11, Pathfinder | Tags: | Leave a comment

Cooking Pot (CR 11)



A bubbling pot of something that smells good sits over a fire. Next to it are some spices. It probably just needs some salt.

Type: magical; Perception DC 34; Disable Device 34

Trigger timed; Reset None

Effect

The pot is actually a catalyst for a gate spell. If spice isn’t added to the pot within 6 rounds, it will gate a Hezrou demon in, and it will be uncontrolled.

Categories: CR11, Pathfinder | Tags: | Leave a comment

Cave Camp Fire (CR 11)



This cave seems the perfect place to make camp. It’s easily defensible, there are mushrooms growing in the corners for fuel, and the middle is even sunk a little to make a perfect fire pit, even if it is a bit cold in here.

Type: mechanical; Perception DC 31; Disable Device –

Trigger location; Reset none

Effect

The ceiling is actually made of ice. Above the ice is a huge lake of water. If the party makes a campfire, the heat from the campfire will eventually start melting the ceiling. After 1d4+2 hours, the ceiling will collapse, pouring thousands of gallons of water into the cave, effectively flooding the cave. The characters, with a DC 31 Perception check, may notice that water is dripping from the ceiling, and that it wasn’t dripping before. Collapsing Ceiling Attack (10d6 damage, DC 28 Reflex for half damage); multiple targets (all targets in cave); Once flooded, drowning rules come into effect, the entire cave complex is flooded and the characters must either exit or get above the level of the bottom of the lake.

Categories: CR11, Pathfinder | Tags: | Leave a comment

Fire Trapped Door (CR 11)



The hall ends in a stout, iron reinforced door.

Type: mechanical; Primary Perception DC 23; Secondary Perception DC 33; Primary Disable Device DC 23; Secondary Disable Device DC 33

Trigger location; Reset Repair

Effect

The door has two traps. When the door is opened the primary trap creates a flame burst. The secondary trap releases poison gas. However, the flame, while it will still do damage, destroys the poison gas, so if both traps are set off, only the flame burst does damage. Flame Burst (1d4 damage, DC 17 Reflex for half damage); multiple targets (all targets in 15′ cone); Poison Attack (Nightmare Vapor; 1 Wis damage and confused for one round; DC 20 Fortitude Save; Cure 2 saves); multiple targets (all targets in 15′ cone).

Categories: CR11, Pathfinder | Tags: | Leave a comment

Blog at WordPress.com.