CR2

Puddles and Hot Oil (CR 2)



This hot room is filled with puddles on the floor.

Type: mechanical; Perception DC 16; Disable Device DC 16

Trigger location; Reset none

Effect

Some of the puddles are water, and some are hot oil. The oil is easy enough to avoid, as it requires a DC 10 Acrobatics check. However, if a puddle of water is stepped in (which requires a DC 17 Acrobatics check when avoiding oil, and must be stated) the water splashes into the oil. Hot Oil (3d6 fire damage, DC 17 Reflex Save for half damage); multiple targets (all targets within 5′)

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Poisoned Glass (CR 2)



The window is old and the wood is rotting.

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

Trigger touch; Reset none

Effect

If the window is opened, the wood breaks, exposing a sharp glass edge. Poisoned Glass (+8 melee for 1d4 damage, plus DC 14 Fortitude Save or take 1d4 bleed damage every round unless a DC 14 Heal check succeeds, or magical healing is applied)

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Crafter’s Fortune Cookie (CR 2)



A bowl of fortune cookies is on the table.

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

Trigger touch; Reset none

Effect

If the cookie is opened, the fortune will read something like, “Good fortune awaits you”. However, the fortune mildly curses the target. Fortune Cookie (-5 to next Craft check, DC 16 Will negates)

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Powdered Peppers (CR 2)



It is a small drop to the floor below.

Type: mechanical; Perception DC 21; Disable Device DC 19

Trigger location; Reset none

Effect

The floor tile just below sits atop a bag of powdered chile peppers. When the target lands on it, it billows out a cloud of pepper dust. Powdered Peppers (DC 17 Fortitude save or target is nauseated for 1d6+1 rounds)

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Light Door (CR 2)



A locked, wooden door is set into the wall.

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

Trigger touch; Reset none

Effect

If the door is opened, it sets off a small explosion that generates a very bright light. Light Door (DC 17 Reflex or become blinded for 1d4 rounds); multiple targets (all targets within 15′)

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Sounds from Behind the Door (CR 2)



Barely audible voices can be heard from behind the door.

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

Trigger touch; Reset none

Effect

The voices can be heard if the target puts their ear to the door, however, when that happens, the door screams. Sounds (Target takes 1d6 sonic damage and is dazed for 1 round, DC 16 Fortitude save for half damage and negates dazed condition)

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High Tea (CR 2)



A high shelf runs along the entire top of the room, filled with porcelain teapots.

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

Trigger location; Reset none

Effect

When the room is exited, the shelves collapse, sending hot teapots into the room. Falling Tea Pots (DC 18 Reflex Save or take 1d6 damage plus 1d2 bleed damage); multiple targets (all targets within 5′ of shelves); Hot Tea (2d6 fire damage, DC 19 Reflex save for half damage); multiple targets (all targets within 10′ of shelves)

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Sneezy Bubble (CR 2)



A pocket of air forms around your head!

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

Trigger proximity; Reset none

Effect

A pocket of air, filled with pollen and dust particles, forms around the target’s head. Air Bubble (DC 16 Will save or target has a pocket of air around his head for 1 minute. Each round, the target must make a DC 16 Fortitude Save, or take a -2 penalty to all checks, attacks and saves for 1 round)

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Painted Floor (CR 2)



The stone floor is painted, depicting a collapsing floor.

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

Trigger location; Reset none

Effect

The painting is harmless, but, if a target gets halfway across, the floor collapses. Painted Floor (DC 19 Reflex Save or take 3d6 falling damage); multiple targets (all targets within 15′)

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Stop Breaking the Door (CR 2)



A door is in front of you, made of wood, and it looks like it has been recently repaired.

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

Trigger touch; Reset none

Effect

Any item used to break the door, including armor if bashed, breaks. Door (DC 16 Fortitude Save or item used on door gains broken condition)

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