CR5

Ghostly Organ (CR 5)


 

An iron pot, seemingly full of gold, hangs over a cold campfire.

Type: magical; Perception DC 29; Disable Device DC 29

Trigger proximity; Reset none

Effect

The organ begins to play a sorrowful dirge. Ghostly Organ (DC 21 Will Save or target’s non-magical attacks only do 50% damage for 7 rounds); multiple targets (all targets within 30 feet)

Ghostbane Dirge

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Confessional (CR 5)


 

Several small booths along the wall are covered in curtains.

Type: magical; Perception DC 29; Disable Device DC 29

Trigger touch; Reset 1 hour

Effect

Opening the curtain reveals a small bench facing a wooden screen, with small holes bored in it for communicating. A voice says, “Sit and confess.”. Confessional (DC 21 Will save or target sits down on bench, and spends the next 7 rounds loudly confessing all of its sins and transgressions)

Forced Repentance

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Put Out That Torch (CR 5)


 

Hundreds of old scrolls lie on tables and shelves in this massive scriptorium. The entrance is marble floored, and is clear of any scrolls or furnishing for the first 100 feet.

Type: magical; Perception DC 29; Disable Device DC 29

Trigger proximity; Reset auto

Effect

Any fire source that enters the room erupts into a geyser of liquid flame. Put Out That Torch (Non-magical fires are extinguished, and those within 60′ take 5d6 points of fire damage and catch on fire. A DC 21 Reflex save halves the damage and the target does not catch on fire. Additionally, targets within 120 feet must make a DC 21 Will Save or be blinded for 1d4+1 rounds. Extinguished fires cannot be relit by non-magical means while in this room); multiple targets (all targets entering room)

Firefall

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Vengeful Trap (CR 5)


 

An obvious tripwire lies across the hallway.

Type: magical; Perception DC 29; Disable Device DC 29

Trigger touch; Reset none

Effect

The tripwire does trigger some minor trap. However, if the real trap isn’t found and disarmed, it is triggered by the person who sets the trap off or disarms it. Vengeful Trap (The next time the target either triggers or disarms a trap, he takes 3d8 fire damage as flames engulf the target)

Fire of Vengeance

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Dragon Door (CR 5)


 

The entrance is through a black set of double doors, embossed with a dragon. Underneath the dragon is a small button.

Type: magical; Perception DC 29; Disable Device DC 29

Trigger touch; Reset none

Effect

The button, if pressed, changes the color of the door in this progression (black-blue-green-gold-silver-brass-copper). Dragon Door (7d6 damage in a 60 ft line or 30 ft cone, DC 21 Reflex Save for half damage. Damage area and type depend on color of door, green – 60 ft line of acid, blue – 60 ft line of electricity, green – 30 ft cone of acid, gold – 30 ft cone of fire, silver – 30 ft cone of cold, brass – 60 ft line of fire, or copper – 60 ft line of acid.); multiple targets (all targets in 60 ft line or 30 ft cone)

Dragon’s Breath

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Golden Gong (CR 5)


 

A small golden gong sits on a small table in this round room. The room has a door in each cardinal direction, and they are closed. The walls are covered in spikes.

Type: magical; Perception DC 29; Disable Device DC 29

Trigger location; Reset none

Effect

Opening a door to leave triggers the trap. Golden Gong (Target takes 3d6 sonic damage, and each target is bull rushed at +9 CMB. Any attacks that succeed push the target into the wall, dealing 1d4+1 damage plus 1d6 bleed damage); multiple targets (all targets in room)

Discordant Blast

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Boom (CR 5)


 

The chest contains a few small, but valuable gems.

Type: magical; Perception DC 29; Disable Device DC 29

Trigger touch; Reset none

Effect

The gems are rigged. Boom (One round after the gems are more than 1 mile from their current location, they explode all at once. Each gem does 7d8 hp of random energy damage – either acid, cold, electricity or fire – to all targets and unattended objects within 15 feet, and half that to targets within 30 feet. A DC 21 Reflex Save reduces this damage by 1/2.); multiple targets (all targets within 30′)

Detonate

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The Herald (CR 5)


 

The castle has a hidden entrance in the back.

Type: magical; Perception DC 29; Disable Device DC 29

Trigger proximity; Reset auto

Effect

The trap affects anyone who passes through the hidden door. The Herald(DC 21 Will Save, or for the next 7 hours, anyone who sees the target automatically has their starting attitude towards the target worsened by two levels. Diplomacy checks to make this situation better have a -10 penalty); multiple targets (all target that pass through door)

Denounce

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Don’t Be in the Back (CR 5)


 

The door opens up into a narrow hallway.

Type: magical; Perception DC 29; Disable Device DC 29

Trigger proximity; Reset none

Effect

Arrows fly from the walls. Don’t be in the Back (DC 21 Will Save or the target in the back of the line will get a cumulative -1 penalty to AC, attack rolls and saving throws every round for 7 rounds. Each round, a new Will Save can be made to have the increase not happen. The max penalty is -5. Any PC can spend a standard action per arrow hole to disable arrow attacks from that hole. There are 4 arrow holes. The arrows attack the target only, and are +8 melee for 1d8 damage. If the target uses an action to disable an arrow hole, the penalties do not increase for that round)

Coward’s Lament

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Stone Chest (CR 5)


 

A stone chest is secured with a sturdy lock here.

Type: magical; Perception DC 29; Disable Device DC 29

Trigger touch; Reset none

Effect

The chest has a complex lock built into it. Stone Chest (The requires a DC 40 Disable Device check to open. If the result is less than 40, then add the difference, up to 10 – DC 30 – as the duration it takes to open the lock. If the chest is broken, the chest has hardness 8 and 30 HP. Each round the chest is touched, whether to open the lock or break it, the target takes 1d4 Dexterity damage and is slowed for 1 round, although a DC 22 Fortitude Save negates the slow effect. If the target is reduced to 0 or less Dexterity, the target is petrified permanently. Break Enchantment, restoration or stone to flesh can reverse this)

Calcific Touch

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