CR6

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

Categories: CR6, Pathfinder | Tags: | Leave a comment

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

Categories: CR6, Pathfinder | Tags: | Leave a comment

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

Categories: CR6, Pathfinder | Tags: | Leave a comment

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

Categories: CR6, Pathfinder | Tags: | Leave a comment

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

Categories: CR6, Pathfinder | Tags: | Leave a comment

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

Categories: CR6, Pathfinder | Tags: | Leave a comment

Tired Music Box (CR 6)


 

An ornate box sits on a desk.

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

Trigger touch; Reset none

Effect

If the box is opened, a dirge plays from out of it. Tired Music Box (target becomes fatigued); multiple targets (all targets within 30′)

Waves of Fatigue

Categories: CR6, Pathfinder | Tags: | Leave a comment

Stone Door (CR 6)


 

A stone door is at each end of the corridor.

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

Trigger touch; Reset none

Effect

The stone door at the far end is a false door, and does not open but is trapped. If it is opened, the other door turns into a 2″ thick wall of stone (30 hp, hardness 8, DC 24 Strength check to break), trapping the targets in the corridor.

Wall of Stone

Categories: CR6, Pathfinder | Tags: | Leave a comment

Standing on Unhallowed Ground (CR 6)


 

A statue of an evil looking god stands guard outside the chamber. An offering plate sits at its feet, with a few coins in it.

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

Trigger touch; Reset none

Effect

If the target enters the room without making a 1gp or greater offering to the god, the targets are sent to another plane, and into an unhallowed area. The unhallowed area has a protection from good effect turned inward, that is, good creatures may not leave the area. Additionally, a dispel magic at CL 11 is in effect in the area. Just outside the circle is a portal to return home. The effect lasts for 1 year. A DC 22 Will Save negates the teleport effect.

Unhallow

Categories: CR6, Pathfinder | Tags: | Leave a comment

Slippery Slope (CR 6)


 

The stone face is steep, but easily climbed.

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

Trigger proximity; Reset none

Effect

About halfway up the stone face turns to mud. Slippery Slope (DC of Climb checks are increased by 15 in a 40′ diameter. Also, the mud flows down the hill, dragging the target 10′ down per round); multiple targets (all targets within 40′)

Transmute Rock to Mud

Categories: CR6, Pathfinder | Tags: | Leave a comment

Blog at WordPress.com.