CR4

Hope Chest (CR 4)



A wooden chest is in this room.

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

Trigger touch; Reset none

Effect

If the chest is opened, it begins to sing loudly, which not only alerts the guards, but gives them a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.

Good Hope

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Dead Again (CR 4)



Is that body part moving?

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

Trigger proximity; Reset none

Effect

When a creature is slain by the target, a hand, foot whatever gets stuck in the target’s equipment and does not decay. It will come to life later at an inopportune time to attack the target. Until then, it does not decay.

Gentle Repose

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Bad Humours (CR 4)



The rope bridge seems sturdy enough, even though it sways in the wind.

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

Trigger proximity; Reset none

Effect

About halfway across, the target is changed into gaseous form, and then blown off the bridge. Bad Humours (DC 21 Fortitude Save or target is changed into gaseous form and blown off the bridge down the ravine 10 ft. per round, for 4 rounds. Then the gaseous form ends. Target can move 10′ per round, but not in the direction of the wind. If target is not over land when effect ends, target falls into ravine, taking 8d6 damage)

Gaseous Form

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No Charge Zone (CR 4)



Soldiers await at the bottom of a shallow hill.

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

Trigger proximity; Reset none

Effect

Once combat starts, everyone is flying. No Charge Zone (DC 19 Will Save or target is flying. Flying targets move at 60 (light load) or 40 (med or heavy load) and cannot charge. Also, heavy physical attacks can push the target back, so this is a good place to have some small catapults, or gusts of wind. Flying lasts for 5 minutes); multiple targets (all targets within 60′)

Fly

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Incoming! (CR 4)



Archers appear in the balconies above, and begin to shoot.

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

Trigger proximity; Reset auto

Effect

A sphere surrounds the courtyard, and extends to 40′ high in the middle. Any incoming projectile that passes through this sphere ignites. Incoming! (+1d6 fire damage to any incoming projectile)

Flame Arrow

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FireBall Alley (CR 4)



A ladder descends down the side of the deep shaft.

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

Trigger proximity; Reset 1d8+2 rounds

Effect

Once a target is about halfway down, a fireball fires up from below, detonating 10′ from the deepest delver. Fireball Alley (5d6 fire damage, DC 19 Reflex Save for half damage); multiple targets (all targets within 20′)

Fireball

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Scary Lighthouse (CR 4)



Up ahead, a small lighthouse sits perched on a rocky outcropping into the ocean.

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

Trigger proximity; Reset automatic

Effect

The light rotates with a period of one minute. It emits a 60′ cone of light and fear. Fear (DC 19 Will Save or target becomes panicked for 5 rounds, otherwise is shaken for 1 round); multiple targets (60′ cone)

Fear

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TPW (CR 4)



A fancy garderobe is tucked away in the wizard’s tower.

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

Trigger touch; Reset none

Effect

A roll of toilet paper hangs on the wall. If any of it is used, or the roll advanced, the targets sees writing that says, “TPW”. TPW (6d6 damage to reader, those within 10′ take 6d6 damage, with a DC 19 Reflex save for half damage).

Explosive Runes

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Fetch (CR 4)



A stick flies out from around the corner, landing far away down the hall.

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

Trigger proximity; Reset none

Effect

If the party has any animal companions or mounts, a random one is forced to go chase after the stick until it is retrieved, and bring it back to the spot it vacated. Fetch (DC 19 Will Save or animal flees for 2 rounds)

Dominate Animal

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A Little to the Left (CR 4)



A petrified creature sits on the edge of small ledge, an easy jump across.

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

Trigger proximity; Reset none

Effect

The petrified creature has been displaced, and is actually about 2 feet away from where it seems. The DC to jump across is easy, DC 5. However, if a target jumps to an empty spot, they’ll strike the petrified creature. Left (DC 19 Reflex Save or fall, taking 6d6 damage)

Displacement

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