CR4

Don’t Shut the Door (CR 4)


 

A stout stone door leads further into the castle.

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

Trigger proximity; Reset none

Effect

The door leads to a large storeroom. It has no exits, but tons of crates, barrels and chests. Door (1 round after any of the containers are disturbed, the door shuts, and reshapes itself, melding into the wall creating a solid stone wall that is 1 foot thick like the rest of the wall. The wall is Hardness 8 and has 180 HP. There are no other exits)

Stone Shape

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Spiky Grass (CR 4)


 

It’s a short drop to the grassy mound below.

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

Trigger touch; Reset none

Effect

WHen the target lands, the grass becomes very sharp. Spiky Grass (1d4 damage per 5 feet of movement, plus every time damage is inflicted, target must make a DC 19 Reflex Save or have it’s speed halved until target receives cure spell or someone succeeds on a DC 19 Heal check. The heal check takes 10 minutes)

Spike Growth

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Ivy Bad Feeling (CR 4)


 

Ivy grows everywhere.

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

Trigger proximity; Reset none

Effect

The Ivy is starts to talk to the target, and the target understands. It wants to help. If the target refuses, the ivy gets annoyed, if the target accepts, the ivy is “helpful”. Ivy (DC 19 Reflex Save per round or target is tripped and knocked prone. This lasts for 5 minutes. If the ivy is being “helpful” it will also attempt to trip any opponents.)

Speak with Plants

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The Fog Rolls In (CR 4)


 

The path goes many ways, but signs are posted along the way, with helpful arrows pointed out the correct way.

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

Trigger proximity; Reset none

Effect

Fog swirls about an old bridge. A small section seems to be out, but is easily jumpable. Fog (If a target attempts to jump the 5 foot span, once they enter the fog, it becomes solid, effectively doubling the Jump DC to 10. Targets that fail the Jump DC fall 60 feet, but only take 4d6 falling damage, due to the fog slowing them for the first 20 feet)

Solid Fog

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Cone Zone (CR 4)


 

Several orange cones are set around a chest.

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

Trigger proximity; Reset none

Effect

If a target enters the coned off area, they move slowly. Cone Zone (DC 19 Will Save or target is slowed for 5 rounds. Slowed creatures are staggered, move at half speed, jump half distance, and take a -1 penalty to attack rolls, AC and Reflex Saves); multiple targets (up to 5 creatures within 30′)

Slow

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Icy Stairway (CR 4)


 

A long circular stairway goes up the tower.

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

Trigger location; Reset none

Effect

About halfway up, one of the stairs is trapped with a pressure plate. Icy Stairway (Entire area is engulfed in a sleet storm, blocking vision and requiring a DC 10 Acrobatics check to move at half speed. Failure means no movement, and failure by 5 or more means the target falls, taking (1d6) d6 damage from falling down stairs); multiple targets (all targets on stairs)

Sleet Storm

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Small Hook (CR 4)


 

The only way down the sheer cliff is down a long knotted rope that is tied securely to a hook screwed into a stump.

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

Trigger location; Reset none

Effect

The rope goes down 100 feet. It is a DC 5 to descend the rope. 50 feet down, the trap is triggered. Small Hook (The hook suddenly shrinks, falling out of the stump, causing everyone to fall. DC 19 Reflex Save or target falls, takind 1d6 damage per 10 feet. Otherwise, they are clinging to the cliff, which is a DC 20 to climb up or down.) Multiple Targets (All targets on rope)

Shrink Item

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Don’t Snake a Book (CR 4)


 

This library is full of magic writings.

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

Trigger touch; Reset none

Effect

All of the magic writings are protected. If they are opened and read, a magical snake strikes from the book. Snake (DC 19 Reflex Save or target is immobilized in a shimmering amber field for 1d4+5 days.)

Sepia Snake Sigil

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Mispellbook (CR 4)


 

The library appears to be full of magic related writings.

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

Trigger touch; Reset none

Effect

When the actual spellbook is located in the library, opening it causes a page of a spellbook (or scroll, if no spellbook) carried by the party to become altered in such a way as to make it unreadable. Erase or dispel magic (CL 5) is needed to restore the spellbook.

Secret Page

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High Five (CR 4)


 

A statue of a cleric stands guard by the door. As you approach, he raises his arm, palm towards you.

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

Trigger proximity; Reset auto

Effect

When the palm is out, the target must give the statue a high five as they pass, or be blasted by light. High Five (+6 ranged touch for 2d8 damage)

Searing Light

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