CR7

Legendary (CR 7)



Sitting in a display case in the middle of the room are some stunning weapons.

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

Trigger touch; Reset none

Effect

The weapons used to be the property of a notorious thief and assassin. The current owner displays them as trophies. If they are taken, the new owners will become “legendary”, attracting many “fans”. Legendary (DC 24 Will Save or target becomes legendary. All creatures within one day’s travel of the target will associate the legends of the thief/assassin with the target. This effect can be removed with dispel magic, remove curse, wish or limited wish, and the effect has a CL of 11)

Legend Lore

Categories: CR7, Pathfinder | Tags: | Leave a comment

That’s A Big Door (CR 7)



A flimsy wooden door opens into the next room. You can almost see through it.

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

Trigger touch; Reset none

Effect

If the disable device check fails, the door becomes as strong as steel (10 Hardness, 60 HP) and is invulnerable to fire.

Ironwood

Categories: CR7, Pathfinder | Tags: | Leave a comment

Feast on a Bridge (CR 7)



In the middle of the bridge, a small alcove has been built into the side of the bridge. It says “A heroes’ feast shall be thine; Thou must pay to dine”. Several gold coins are in the alcove.

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

Trigger touch; Reset none

Effect

If the coins are disturbed, either by placing in a new coin, taking a coin(s), or simply searching them, a large feast appears. This feast includes a large table, heavy chairs, side service and tons of food and drink. If the feast is consumed, as per the spell, all the benefits apply. However, when the feast appears, it takes up the entire bridge, pushing those in it’s area off the side. Feast (DC 22 Reflex Save or target falls from bridge, taking 11d6 damage); multiple targets (all targets within 15′)

Heroes’ Feast

Categories: CR7, Pathfinder | Tags: | Leave a comment

Achilles’ Heal (CR 7)



A statue of a mighty warrior stands guard.

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

Trigger proximity; Reset none

Effect

Every 1d4+1 rounds, the statue channels positive energy to a random opponent. This heals 110hp of damage, and removes the following conditions: blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, poisoned, sickened and stunned. Raise the CR to 10 and the Perception/Disable Device checks to 34 to make this affect all opponents within 30′ of each other.

Heal, Mass Heal

Categories: CR10, CR7, Pathfinder | Tags: | Leave a comment

Gusty Corridor (CR 7)



Sand trickles down through several holes in the ceiling. Oddly enough, there are not large piles of sand in here.

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

Trigger proximity; Reset 1 round

Effect

Every other round, a huge wind blast sweeps through the corridor. Tiny or smaller creatures are knocked down and rolled 1d4x10 ft, taking 1d4 nonlethal damage per 10 feet, Small creatures are knocked prone, Medium creatures must make a DC 15 Strength check to move, and Large and bigger creatures are unaffected. Ranged attacks and Perception checks are at -4. Also, the sand blows. The sand deals 1d6 damage and blinds the target for 1 round, A DC 22 Fortitude save halves the damage and negates the blindness.

Gust of Wind

Categories: CR7, Pathfinder | Tags: | Leave a comment

False Lair (CR 7)



You have fought your way to the end… There’s nothing here.

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

Trigger proximity; Reset none

Effect

Once triggered at the end, the entire complex is covered by a guards and wards spell. The exit door from each level is covered by the silent image, and stinking cloud is in 2 places. The effect lasts for 22 hours. Saves and checks are DC 24.

Guards and Wards

Categories: CR7, Pathfinder | Tags: | Leave a comment

Chambers of the Orc King (CR 7)



A pair or ornate doors is before you.

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

Trigger proximity; Reset 1 day

Effect

If the doorway is passed, an ancient ward transforms the target into a female orc. Sultry Ward (DC 22 Will Save or target is transformed into a female orc, losing an racial bonuses/penalties of original race and gaining +4 Str, and -2 to Int, Wis and Cha). Long ago, this was the private chambers of an Orc King who hated unwanted visitors. As such, he warded his doors to turn any visitor into someone he actually wanted to see.

Glyph of Warding

Categories: CR7, Pathfinder | Tags: | Leave a comment

No Healing Spheres (CR 5, 7)



A chandelier sits high on the ceiling, covered in glass spheres.

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

Trigger proximity; Reset none

Effect

The chandelier falls, and those near to the beads are surrounded in a faintly shimmering sphere that follows the target. Spheres (DC 21 or DC 24 Reflex save or target is surrounded by a sphere in 10′ radius for 7 or 11 rounds. While in the sphere, the target cannot be the recipient of any beneficial spells – mostly spells with the harmless keyword – of 3rd/4th level or lower); multiple targets (all targets within 20′ of chandelier)

Globe of Invulnerability

Categories: CR5, CR7, Pathfinder | Tags: | Leave a comment

Exclamation Point (CR 7)



The door to this scriptorium has a large “!” on it.

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

Trigger touch; Reset none

Effect

If any of the scrolls are touched, the subject becomes the target of a geas/quest. The quest is detailed in the scroll touched. Like a normal geas, the target takes a -3 penalty (cumulative) to each of its ability scores each day spent away from the quest. These penalties abate 24 hours after resuming the quest. A remove curse of CL 13 will break the quest, as will limited wish, wish and miracle.

Geas/Quest

Categories: CR7, Pathfinder | Tags: | Leave a comment

Flooded Room (CR 7)



A few steps lead down into this flooded ballroom. A crystal chandelier hangs overhead.

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

Trigger proximity; Reset none

Effect

The ballroom has about 1 foot of standing water in it. When the party gets about halfway across, the chandelier falls and explodes when it hits the water. Flooded Room (11d6 cold damage, DC 22 Reflex Save for half damage, plus top 6″ of water is frozen, requiring a DC 25 Strength or Escape Artist check or targets are entangled and cannot move); multiple targets (all targets in room)

Freezing Sphere

Categories: CR7, Pathfinder | Tags: | Leave a comment

Blog at WordPress.com.