CR3

Overbalanced Wall (CR 3)



A 20′ tall wall blocks the way.

Type: mechanical; Perception DC 19; Disable Device DC 24

Trigger location; Reset none

Effect

The wall can be easily scaled (DC 10 Climb check) but when the target reaches the top, the wall topples backwards. Wall (2d6 falling damage to anyone on wall, plus 2d6 damage, DC 18 Reflex Save negates, to anyone within 10′ of the wall)

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Refrigerator Door (CR 3)



The door on the back wall in this kitchen is cold.

Type: magical; Perception DC 28; Disable Device DC 28

Trigger touch; Reset none

Effect

When the door is opened, the area in front of it is covered in frost. Frost (2d6 frost damage, DC 18 Fortitude save or target is staggered for one round. Targets that are in frost area at beginning of turn take 1d6 frost damage, DC 18 Fortitude save for half damage); multiple targets (all targets within 5′)

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Impressionist Painting (CR 3)



A painting is hung on the far wall. It looks blurry.

Type: mechanical; Perception DC 24; Disable Device DC 19

Trigger location; Reset 2 rounds

Effect

The picture is blurry, and comes into focus in one specific spot if looked at long enough. Painting (If target stands in a spot 10′ in front of painting for 1 round, the picture comes into focus, showing a crossbowman pointing a crossbow. +16 melee for 1d8 damage)

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Partially Collapsed Tunnel (CR 3)



The tunnel is partially collapsed, and is supported by a few thick timbers.

Type: mechanical; Perception DC 18; Disable Device DC 21

Trigger touch; Reset none

Effect

The timbers fall over when disturbed. Timbers (DC 18 Acrobatics check to get by timber, otherwise, the tunnel collapses, causing 4d6 damage, DC 18 Reflex save for half damage); multiple targets (all targets within 30′)

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Altar Candles (CR 3)



Several ceremonial candles sit on the altar, waiting to be lit for the blessing.

Type: mechanical; Perception DC 21; Disable Device DC 18

Trigger touch; Reset none

Effect

When the candles are lit, all targets within 60′ receive a +1 bonus to Con based checks for 1 hour. However, when the candles burn down in 2d4+1 rounds, they explode. Candles (4d4 damage, DC 18 Reflex save for half damage); multiple targets (all targets within 60′)

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Mudslide (CR 3)



The way ahead is blocked, as the corridor has been covered in mud and rocks from a slight cave-in.

Type: mechanical; Perception DC 21; Disable Device DC 24

Trigger touch; Reset none

Effect

If the PC’s start to clear the mudslide, it triggers another mudslide behind them, trapping them here. Each mudslide takes 2d6+1 hours to clear.

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Door of Compassion (CR 3)



A locked door bars the way.

Type: magical; Perception DC 27; Disable Device DC 27

Trigger touch; Reset none

Effect

When the trap is sprung, unless a DC 18 Will Save is made, the target will be compelled to help an injured ally for the next 3 rounds as per the compassionate ally spell.

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Spinning Door (CR 3)



A revolving door is up ahead.

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

Trigger touch; Reset repair

Effect

The revolving door is currently not set. However, after three PC’s have turned it by walking through it, it goes off on the 4th PC, by reversing spin rapidly, and causing small blades to come out of the handles. Door (DC 21 Reflex Save or take 6d6 slashing damage)

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Thick Mud (CR 3)



The mud in the field is quite thick.

Type: mechanical; Perception DC 18; Disable Device DC 19

Trigger touch; Reset auto

Effect

Under the mud are several sharp spikes. Mud (DC 21 Strength or Escape artist check per round or sink down 1 foot onto spikes, doing 1d6 damage, and possibly becoming infected with Filth Fever); multiple targets (all targets in field)

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Smoky Cavern (CR 3)



The cavern smells like smoked pork belly.

Type: mechanical; Perception DC 18; Disable Device DC 29

Trigger location; Reset none

Effect

After 1d6 minutes in the cavern, the target grants a +8 bonus to any creature that tracks by smell on perception checks, a +2 bonus on attack rolls, and a -4 penalty to handling rolls . multiple targets (all targets in cavern)

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