CR6

Dismount (CR 6)



There is a small bridge in front of you that crosses a deep gorge.

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

Trigger location; Reset none

Effect

About halfway across, the target’s mount becomes enlarged, twice its and eight times its weight, this causes the rider some distress, and also causes the bridge to collapse the next round. Dismount (DC 15 Ride check or fall out of saddle. Falling out of saddle or being on the bridge when it collapses requires a DC 21 Reflex Save or target falls in gorge, taking 10d6 damage)

Animal Growth

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Stuck Door (CR 6)



The thick door in the brick wall is stuck fast. There are several levers next to it.

Type: mechanical; Perception DC 22; Disable Device DC 23

Trigger touch; Reset none

Effect

The door leads to the belly of a great forge. This is where fuel is brought in. Right now, the forge is in full operation and the door is closed. It can be opened with a DC 18 Disable Device check with the levers, but if it is opened without turning off the furnace, which cannot be done from this side, the heat when it opens will be, well, hot. Stuck Door (6d6 fire damage per round to all targets within 10′, 3d6 fire damage per round to all targets from 10′ – 30′, and 1d6 fire damage to all targets from 30′ – 60′)

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Hold My Beer (CR 6)



A statue, holding a beer, is near the door.

Type: magical; Perception DC 26; Disable Device DC 26

Trigger proximity; Reset none

Effect

When the party tries to open the door, they will fail. The status will snicker, and say, “Hold my beer”. It offers the beer to the nearest target, then drops it. Hold My Beer (DC 24 Reflex Save, +5 DC for every 5′ of distance away from target, to catch beer. If the beer is not caught, it hits the ground and explodes – Target takes 6d6 force damage, and then must make a DC 24 Fortitude Save or become drunk for 1 hour, a DC 24 Reflex Save halves the damage and negates the drunken effect. Note that the target must actually intentionally try to catch the beer in order to make the initial save, otherwise the beer hits the ground); multiple targets (all targets within 30′)

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Loathsome Art Work (CR 6)



A set of curtains is concealing something on the wall.

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

Trigger touch; Reset none

Effect

Behind the curtains is the most vile portrait of shifting and alien light that the targets have ever seen. Art (DC 19 Will save or 24 HD of targets are affected as follows, with lower HD targets affected first – 4 HD or fewer, target becomes nauseated while within sight of art, and for 1d4 rounds afterwards, then is sickened for 2d4 rounds; 8 HD or less, target is nauseated for 1d4 rounds, sickened while it can see the art, and sickened for 1d4 rounds after; 9 or more HD, target is sickened while it can see the art); multiple targets (all targets within visual distance)

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Dripping Water (CR 6)



Water drips down from the cave ceiling.

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

Trigger proximity; Reset none

Effect

The water freezes on the way down, turning into sharp icicles. Dripping Water (9d6 damage, DC 22 Reflex save for half damage); multiple targets (all targets in chamber)

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Trump Me (CR 6)



The room ahead is filled with mirrors.

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

Trigger proximity; Reset none

Effect

When the target sees its reflection, it is consumed with narcissism. Trump Me (DC 21 Will Save or target is distracted, always trying to look at itself and look good, as such, it gets a -2 penalty to all skill checks, and can only take defensive actions in combat. This effect lasts for 9 rounds)

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Stone Block Trap Door (CR 6)



A stone trap door is in the ceiling.

Type: mechanical; Perception DC 21; Disable Device DC 22

Trigger touch; Reset none

Effect

The trap door is actually a stone block that falls, creating a hole in the ceiling. Stone Block (DC 22 Reflex Save or target takes 6d6 crushing damage and is knocked prone, and pinned, requiring a DC 22 Strength or Escape Artist check to escape. Target takes 1d4 crushing damage per round pinned)

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Dynamic Reflection (CR 6)



A mirror is at the end of the hall.

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

Trigger proximity; Reset none

Effect

When the target sees his reflection, he is paralyzed, but his reflection then moves around and mocks him. Dynamic Reflection (DC 22 Will Save or target is paralyzed for 9 rounds, and can make a saving throw as a full round action each round to attempt to end the paralyzation effect)

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Ice Piano (CR 6)



A piano, partially covered in ice, sits at the end of the room.

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

Trigger touch; Reset none

Effect

If anyone plays a note on the piano, it continues, indefinitely. Ice Piano(DC 22 Will save or become captivated by the piano note, unable to do anything until the note ends in 9 rounds. If saving throw succeeds, target must make a new saving throw each round until note ends); multiple targets (all targets within 30′)

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An Expensive Tapestry (CR 6)



A large, blank tapestry, edged in gold hangs on the wall.

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

Trigger touch; Reset none

Effect

The target’s coins and loose gems become embroidered onto the cloth and disappear from their person. Tapestry (DC 22 Fortitude Save or target’s coins and loose gems are transformed into 2d embroidered replicas on the tapestry, and stay there for 9 days. 5% of these tapestries cause the objects to remain permanently. In this case, the CR of this trap is CR 8, and the Save is DC 23)

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