CR3

Split Needle (CR 3)



A locked chest is in the corner of this room.

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

Trigger proximity; Reset none

Effect

A sharp needle pokes you when you open the chest. Unseen, inside the chest, another needle punctures a bladder of toxic gas. Split Needle (+4 melee for 1d4 damage; When chest is opened – DC 17 Fortitude Save or take 1d3 Con damage and fall asleep for 1 hour, on a successful save, target takes 1 Con damage); multiple targets (all targets within 30′ for gas)

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Gold Biscuits (CR 3)



The pantry doors are locked.

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

Trigger touch; Reset none

Effect

If the doors are opened, 15 lbs of coins on the target turns into bland, edible biscuits, the same size as the original coins. Gold Biscuits (DC 18 Will Save or up to 750 coins turn into a bland, edible substance, losing their value)

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Falling Door (CR 3)



The heavy iron door is locked.

Type: mechanical; Perception DC 24; Disable Device DC 23

Trigger touch; Reset none

Effect

If the lock is not unlocked correctly, the door falls on the person unlocking it. Falling Door (DC 18 Reflex Save or take 2d6 crushing damage, and target is pinned, requiring a DC 18 Strength or Escape Artist check. While pinned, target also takes 1d4 crushing damage per round)

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Boiling Pots (CR 3)



Several pots are simmering on the stove, covered with shaking lids.

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

Trigger proximity; Reset none

Effect

The steam from the pots is mildly toxic. Pots (After 1d4-1 rounds of exposure, target must make a DC 14 Fortitude Save or become sickened for 1d4 rounds; if a lid is removed, target who removed the lid must also make a DC 16 Reflex Save or take 1d4 fire and 1d4 Con damage); multiple targets (all targets within 30′)

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Maze of Twisty Passages (CR 3)



You are in a maze of twist passages, all alike.

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

Trigger location; Reset none

Effect

When the target enters these passages, his melee attacks hit a random target instead. Maze (DC 18 Will Save or melee attacks hit a different random target while in the passages)

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Delayed Arrow (CR 3)



An ornate desk, with a single drawer, is in the center of this room.

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

Trigger touch; Reset repair

Effect

If the drawer is opened, an arrow is fired by the door on the first person to walk through it. Delayed arrow (+8 vs. AC for 1d8 damage)

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Door Chime (CR 3)



A small chime hangs from the door.

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

Trigger touch; Reset none

Effect

If the door is disturbed, the chime sounds. Door Chime (DC 18 Fortitude save or target becomes sickened for 4 rounds); multiple targets (1d4 targets within 30 feet)

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Mushroom Wall (CR 3)



The walls in here are made of an unusual stone.

Type: mechanical; Perception DC 19; Disable Device DC 22

Trigger touch; Reset none

Effect

The walls are covered in dense mushrooms that look like stone. Any impact cause them to release spores. Mushrooms (DC 17 Fortitude Save or fall asleep for 1d6+1 rounds); multiple targets (all targets within 30′)

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Magnetic Door (CR 3)



A metal door opens towards you.

Type: mechanical; Perception DC 19; Disable Device DC 22

Trigger touch; Reset auto

Effect

The wall next to the hinges is magnetized. If the door is swung open, it smashes into the wall next to it as the magnet is activated. Magnetic Door (DC 18 Reflex Save for target next to door on hinge side or take 2d6 crushing damage and become pinned, requiring a DC 22 Strength or Escape Artist check to escape. Target takes 1d6 crushing damage per round pinned)

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Boring Door (CR 3)



There is a stout wooden door at the end of the hall.

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

Trigger touch; Reset auto

Effect

If the door is touched, the target becomes bored and loses interest in it. Boring Door (DC 18 Will Save or target loses current door-related action and must wait 3 rounds until they gain interest in it again)

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