CR5

Rathole (CR 5)


 

A great statue of a rat god is in the middle of the room, holding a shiny diamond.

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

Trigger touch; Reset none

Effect

If the diamond is disturbed, a rat swarm drops down on the target. Rathole (The target is surrounded by a Repel Vermin field which keeps the rats from moving, and agitates them, causing them to attack the target. The field stays for 70 minutes)

Repel Vermin

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Joe Pendleton (CR 5)


 

This episode was badly written.

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

Trigger proximity; Reset none

Effect

The hallway ahead is full of mashers and pistons, which are illusions. Pendleton (The person entering the hallway is killed instantly, but is not really dead. However, the gods don’t quite know this, and the person is reincarnated into a new body, as per the spell. Once in the new body, the person would have to use either a wish, limited wish, miracle, or some kind of spell that causes possession to transfer back to their old body, which remains intact and alive, but without a mind or spirit)

Reincarnation

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Gold at the End of Rainbow (CR 5)


 

A rainbow arcs across this vast cavern, ending in a pot of gold.

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

Trigger touch; Reset none

Effect

The pot has several hundred gold pieces in it. However, if touched, the rainbow begins to glow and oscillate. Rainbow (DC 16 Will Save or target is fascinated for 7 rounds); multiple targets (24HD of creatures within 20 ft. Fewer HD creatures affected first by distance)

Rainbow Pattern

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Snake Door (CR 5)


 

A large wooden door is secured with the twisting bronze shape of a snake.

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

Trigger touch; Reset none

Effect

The snake bites the person who opens the door. Snake Door (DC 21 Fortitude Save for 6 rounds or target takes 1d3 Con damage. A single successful save ends the effect)

Poison

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Unwanted Help (CR 5,7 or 9)


 

The entrance is locked.

Type: magical; Perception DC 29,31,34; Disable Device DC 29,31,34

Trigger touch; Reset none

Effect

An outsider of the same alignment appears and insists on helping. He will take 1000gp per hour, until the job is done. A DC 21, 24, or 28 Diplomacy check can reduce this payment in half. Another Diplomacy check of the same difficulty can be performed to convince the outsider that the job is done. For each successful encounter, the difficulty is reduced by 2. The payment is magically extracted, and only a wish can prevent the amount in gold or goods from being taken.

Planar Ally

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Scary Chest (CR 5)


 

An ornate chest sits in the back of this room.

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

Trigger touch; Reset none

Effect

When opened, the target sees the scariest creature they’ve ever imagined. Scary Chest (DC 21 Will Save to disbelieve, if unsuccessful, the target must make a DC 21 Fortitude Save or die from fear; on a successful Fortitude Save, target still takes 3d6 damage)

Phantasmal Killer

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Holy Book (CR 5)


 

An ornate book is set upon a pedestal.

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

Trigger touch; Reset none

Effect

If the book is disturbed without the appropriate prayers, a 3d grid of energy explodes outwards from the book, and it closes back up. Holy Book (7d6 damage and target is dazed for 1 round, DC 21 Will save halves the damage and negates the daze effect); multiple targets (all targets within 30′)

Order’s Wrath

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What Poison Gas? (CR 5)


 

The dungeon smells a little odd, but doesn’t seem to be harmful.

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

Trigger proximity; Reset none

Effect

The trap neutralizes the poison gas in the dungeon for 70 minutes. Once the 70 minutes passes, the gas becomes toxic. Gas (DC 18 Fortitude Save each round spent breathing, failure results in 1d4 poison damage)

Neutralize Poison

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Here We Go Again (CR 5)


 

Scorch marks faintly mark the walls.

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

Trigger touch; Reset auto

Effect

This trap enhancer is layered on top of an existing trap. Here We Go Again (DC 21 Will Save, or subject forgets that the original trap ever existed, likely causing them to set it off again when it resets and they encounter it again); multiple targets (all targets affected by original trap)

Modify Memory

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Remember Me (CR 5)


 

This study is full of books and scrolls.

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

Trigger touch; Reset none

Effect

A few of the scrolls have arcane writing on them, and contain cantrips. One however, is trapped when read. Remember Me (DC 21 Will Save or a spell of 3rd level or below that the target knows becomes permanently etched into memory. It is still cast as normal, and the slot is used, but when the target prepares spells, no matter what they prepare, that slot will be taken up by the same spell. A remove curse against CL 7, limited wish or wish will remove this effect. The spell slot affected is a random spell of 3rd level or less, with preference given to the highest available slot)

Mnemonic Enhancer

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