CR4

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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Say What? (CR 4)


 

The party enters a large, quiet library.

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

Trigger proximity; Reset none

Effect

If any of the targets speak or make noise, a loud shushing sound comes from above. Say What (DC 19 Will Save or targets’ voices are changed to muted, unintelligible whispers for 5 hours. This prevents any spellcasting with a vocal component, including command word activated magic items.); multiple targets (up to 5 targets in library)

Sculpt Sound

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I Feel Better? (CR 4)


 

Green spores float everywhere here, but are not present beyond the door.

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

Trigger proximity; Reset none

Effect

The area is actually filled with smaller toxic spores and these bigger green spores. When the bigger green spores infect the target (DC 30 Fortitude Save) the target takes 1d2 Con damage, but becomes immune to the smaller spores. The smaller spores (DC 30 Fortitude Save) cause the target to lose 1 Con each hour until cured, and also gain the fatigued condition. When the targets go through one of the doors, the trap is set. I Feel Better? (DC 14 Fortitude Save or target is cured of a single infection. If it’s the green spore infection, the target must immediately check to see if they are infected by the smaller spores; otherwise, the smaller spore infection is cured)

Remove Disease

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Remove Cursing (CR 4)


 

The fountain promises to cleanse of any maladies.

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

Trigger touch; Reset none

Effect

If the target partakes of the water of makes an offering, all curses on him are removed, with a side effect. From now on, whenever the target curses, he takes a -4 penalty on attack rolls, saves, ability checks, and skill checks. This can only be removed with a dispel magic vs. CL 5)

Remove Curse

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Indiana Jones and The Disco Ball of Doom (CR 4)


 

The pathway leads upwards, and a faceted crystal ball hangs from the ceiling.

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

Trigger proximity; Reset none

Effect

After the last target passes the ball, a large boulder 60′ ahead of the party rolls towards them. Disco Ball (+6 ranged touch attack to cause target to make a DC 15 Fortitude Save or become exhausted. On a successful save, target is fatigued. The ball fires at a target once per round. The boulder rolls at 45′ per round, and those hit by the boulder take 6d6 points of damage and are knocked prone, A DC 15 Reflex save halves the damage and target is not knocked prone); multiple targets (all targets within 35′)

Ray of Exhaustion

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Rage Against the Machine (CR 4)


 

A strange contraption is at the far end of the hall. It starts to whirr…

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

Trigger proximity; Reset none

Effect

The device is 100′ away and looks like a crossbow, with large wheels on on top of it, parallel to the ground. It fires a single bolt on each of the PC’s turns at that PC. Each PC must also make a DC 15 Will Save or become enraged, gaining a +2 morale bonus to Strength and Constitution, and a +1 morale bonus to Will Saves. However, they get a -2 penalty to AC. The bolts are +8 ranged melee for 1d10 damage. The rage and shooting lasts for 5 rounds.

Rage

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Dark (CR 4)


 

The rooms in this dungeon are well lit with torches.

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

Trigger proximity; Reset none

Effect

During combat, the torches will be suddenly extinguished. Dark (Area is plunged into darkness, as all fire-based light sources are extinguished. Magical sources get a DC 14 Will Save)

Quench

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