CR2

Armored Chest (CR 2)



A small chest sits in the corner of the wizard’s study.

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

Trigger touch; Reset none

Effect

The chest has been magically locked (arcane lock) and is a DC 30 to open. If it is broken open, the target that breaks it has an enchantment on them that protects their enemies. Armored Chest (any enemy that is engaged in melee combat by target gains a +4 deflection bonus to AC. This effect lasts one hour)

Mage Armor

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I Can’t Stop (CR 2)



A sign next to the passage says, “Stop Do Not Enter”.

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

Trigger proximity; Reset none

Effect

If the target proceeds down the path, each time he makes a movement, he must move 10′ more than planned. This lasts for 1 hour.

Longstrider

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Max Headroom (CR 2)



A small pit is in the middle of the hallway. It is easily jumped over.

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

Trigger proximity; Reset none

Effect

The pit is 5 feet across and is a DC 5 to jump. Right before the target jumps, they get a slight turbo boost. Max Headroom (DC 16 Will Save or target gets a +10 bonus to Acrobatics check to jump pit. If resulting roll is 20 or higher, the target hits the ceiling, which is covered in small spikes, taking 2d6 damage plus 1d6 bleed damage)

Jump

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Stolen Identity (CR 2)



Weird, blue light emanates from two columns in front of the door.

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

Trigger proximity; Reset none

Effect

When a target walks through the door (and the blue light) his magic items are verbally identified, with any command words that go with them as well. Anyone within 30′ can clearly hear the words.

Identify

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Grandfather Clock (CR 2)



A grandfather clock ticks away beside the wall.

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

Trigger proximity; Reset Auto

Effect

The swinging of the pendulum is truly fascinating. Clock (DC 16 Will save or target becomes fascinated for 2d4 rounds); multiple targets (all targets within 15′)

Hypnotism

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Privy Privacy (CR 2)



This room seems to be a long forgotten privy.

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

Trigger proximity; Reset none

Effect

The door shuts behind the target, and is held. Privy (The DC of forcing open this door is increased by 5, unless a knock or dispel magic spell is used)

Hold Portal

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Big Door (CR 2)



A huge iron door is guarded by skeletons.

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

Trigger touch; Reset none

Effect

If the skeletons are killed, they re-animate in 1d4+2 rounds. (after they are all killed). The door requires a DC 18 Disable Device to open. Inside is a wide hallway that ends in another iron door. This door is a DC 40 Disable Device to open. Once inside, the party becomes invisible to undead for 10 minutes. Since the undead see no one in the room, they shut the other door, which also requires a DC 40 Disable Device check from the inside to open it. Once the party is no longer invisible to the undead, if they knock or make noise, both doors will open and the skeletons will attack from the outside, and tougher undead will stream in the other door.

Hide from Undead

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Dude, Where’s my Mount (CR 2)



There is a perfect spot to tie up the mounts next to the hidden entrance.

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

Trigger proximity; Reset none

Effect

If the target goes to get on his mount, the mount does not acknowledge the target. It can’t sense, in any fashion the target. Mount (DC 16 Will save, or all ride checks are at +10 difficulty, and a DC 10 Ride check must be made to simply mount the beast. This lasts for 10 minutes.)

Hide from Animals

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Goodberry Shower (CR 2)



The far side of this hall has a canopy of vines, with lots of ripe berries on the vine.

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

Trigger proximity; Reset none

Effect

Berries start to fall at the far end of the hall from the vines. This also happens to be where the bad guys are. Each round, each bad guy in the area of these vines is struck by 1d4 berries. Each berry heals 1 hp.

Goodberry

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Coins on a Disk (CR 2)



A large pile of gold sits on a disk that floats above a small lava pool.

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

Trigger proximity; Reset none

Effect

If the disk or gold is disturbed, the disk disappears, dropping the coins into the lava. Lava Disk (2d6 fire damage, DC 16 Reflex Save for half damage); multiple targets (all targets within 10′); The coins are actually gold-painted copper, and there are 1000 of them.

Floating Disk

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