CR6

Pot of Gold (CR 6)


 

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

Type: magical; Perception DC 31; Disable Device DC 31

Trigger touch; Reset auto

Effect

The port is full of 1,000 copper coins. However, when disturbed, they spray into the air, driven by a giant column of boiling water. Pot of Gold (A 40 ft. geyser of boiling water appears. Target is thrown 40ft into the air and takes 3d6 fire damage and 4d6 falling damage, landing prone in an adjacent square. A DC 22 Reflex Save halves the fire damage and negates the falling damage and effect. The geyser lasts for 9 rounds. During this time, any target within 20′ takes 1d6 fire damage from failling boiling water)

Geyser

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Wrong Gong (CR 6)


 

Two gongs flank a featureless stone door, except for some small carved runes.

Type: magical; Perception DC 30; Disable Device DC 30

Trigger touch; Reset 1 hour

Effect

Opening the door requires a DC 30 Perception check and a DC 40 Disable Device check. However, if the trap is not disarmed, one of the gongs will sound. The trap is also sprung if the gong is chimed by any other means. The runes are in draconic, and say “Going requires gonging”. Neither of these gongs actually has any effect on the door. Wrong Gong (Target is paralyzed and oblivious to surroundings for 9 rounds. A DC 22 Will save will negate the effect for 1 round, but must be made each round until failed, at which point target is paralyzed for the rest of the duration. If the target cannot hear, it has no effect. However, mundane attempts at not hearing, such as wax in ears, only grants a +2 bonus to the save. In order to be immune, the target must be deaf or not be able to hear by magical means. Somewhere, there is a small magical gong that opens this door without sounding the gongs, but it has been long misplaced.); multiple targets (all targets within 30′ of gongs.)

Frozen Note

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Chime In (CR 6)


 

Wind chimes crowd the ceiling.

Type: magical; Perception DC 30; Disable Device DC 30

Trigger proximity; Reset auto

Effect

Each time a target attacks or moves, the chimes move and softly chime. Chime In (If the chimes make noise, a random target within 100′ of the chimes must make a DC 22 Will save, or on that target’s attack will instead target the nearest ally. If no ally can be targeted, the attack is negated. The target provides flanking for the for until the beginning of the target’s next turn. A target can choose to attack slowly, so as to not make the chimes move. This gives the target a -4 penalty to attacks. For spells, the target must make a Concentration check with a -4 penalty); multiple targets (all targets in room)

Foe to Friend

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Don’t Bother (CR 6)


 

The door has been inscribed with shiny runes.

Type: magical; Perception DC 30; Disable Device DC 30

Trigger touch; Reset none

Effect

Flames erupt from the runes. Don’t Bother (A 45ft line of flames appear, shaping itself to hit as many targets as possible. Each target takes 9d6 fire damage, with a DC 22 Reflex save halving the damage); multiple targets (all targets in a 45′ connected line)

Fire Snake

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Clock Room (CR 6)


 

Clocks cover the walls. Not all of them are operational.

Type: magical; Perception DC 30; Disable Device DC 30

Trigger proximity; Reset none

Effect

The clocks begin to tick and chime when the room is entered. Clock Room (1d4+1 clocks are operational. Every minute, they chime. When the chime happens, a random target must make a DC 22 Fortitude Save or they are stuck in a state of suspended animation in which time does not pass for them. They cannot take actions or be harmed in any way. When the minute passes, the targets return to time, although they can be targeted again. A dispel magic against CL 9 can dispel the effect.)

Elude Time

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Door Chimes (CR 6)


 

A set of wind chimes is next to the door.

Type: magical; Perception DC 30; Disable Device DC 30

Trigger touch; Reset none

Effect

When the door is opened, the chimes ring softly as arcane bolts fly from the chimes towards the targets. Door Chimes (+8 ranged touch attack for 3d10 points of sonic damage, and also deafens target for 1d6 rounds); multiple targets (up to 3 targets)

Deafening Song Bolt

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Curtain of Dreams (CR 6)


 

A curtain separates the two sides of the room.

Type: magical; Perception DC 30; Disable Device DC 30

Trigger touch; Reset 1 day

Effect

The curtain stirs gently in a light breeze. Curtain of Dreams (Any target that begins their turn or ends movement within 5′ of the curtain must make a DC 22 Will Save or fall asleep for 1 minute. Sleeping targets can be awakened with a standard action or by taking damage)

Cloak of Dreams

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Cleansing Shower (CR 6)


 

A fountain full of coins is in the center of the room.

Type: magical; Perception DC 30; Disable Device DC 30

Trigger touch; Reset none

Effect

If the coins are disturbed the trap is activated. Cleansing Shower (When ever the target strikes an opponent, and that attack would incapacitate or kill the opponent, the opponent is covered in a misty shower which cures 4d8 + 9 HP of damage and ends any and all of the following conditions: ability damage, blinded, confused, dazzled, deafened, diseased, exhausted, fatigued, nauseated, poisoned and sickened, and also removes a single harmful enchantment)

Cleanse

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Confessional (CR 6)


 

A large booth’s entrance is covered by a thick velvet curtain.

Type: magical; Perception DC 30; Disable Device DC 30

Trigger touch; Reset none

Effect

Opening the curtain reveals a confessional booth and triggers the trap. Confessional (Target cowers in fear, begging for forgiveness, a DC 22 Will Save negates this effect and target instead is shaken for 1 round. Effect lasts for 9 rounds, but target gets a new saving throw every round to end the effect); multiple targets (all targets within 30′)

Castigate

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Flunked Flank (CR 6)


 

The room is full of small walls and barricades.

Type: magical; Perception DC 30; Disable Device DC 30

Trigger location; Reset none

Effect

If a target gets into a position in which they are flanking an opponent, the opponents are immediately repositioned to be in the most advantageous position. This may mean flanking, or being out of line of sight, or stacked up somewhere to take advantage of ranged attacks and cover, etc.

Bard’s Escape

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