CR7

Fire and Brimstone Bridge (CR 7)



A small bridge leads across the wide chasm in this underground cave. A firestorm rages on the middle of the bridge.

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

Trigger location; Reset none

Effect

The walls and ceiling of this cavern are difficult to climb (DC 25) but it could be done easily with magical assistance. The chasm is deep, though, 500ft. The firestorm is produced from the ceiling and falls into the middle. The fire does 4d4 fire damage per round to anyone in the middle of it. In the middle of the chasm, centered on the bridge, an antimagic field pops into effect should anyone try to cross the chasm via the bridge, walls, or any other mechanism.

Antimagic Field

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

Sewer Entrance (CR 7)



A large pool of water is below the sewer entrance.

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

Trigger touch; Reset none

Effect

The pool is covered by an anti-life shell. Any targets jumping down will be deflected to the side. Entrance (2d6 falling damage)

Antilife Shell

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

Don’t Open That Bottle (CR 7)



A glass bottle, full of clear liquid sits on the table. The bottle is wrapped in gold filigree.

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

Trigger touch; Reset none

Effect

If the bottle is opened, the room fills up with misty vapors. Bottle (The vapors deal 2d6 acid damage each round, cause a -2 penalty on melee attack and damage rolls, slow movement by 1/2, prevent non-magical ranged weapon attacks, and obscure sight (concealment 5′, total concealment > 5′ for 11 rounds); multiple target (all targets in room)

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

Trampoline Pit (CR 7)



The floor gives way into a pit.

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

Trigger location; Reset none

Effect

The floor gives way to 20′ deep pit. The bottom is covered by a trampoline, and under the trampoline the floor is 10′ below covered in 9′ long, thin spikes. When the trampoline is impacted, the door above closes, and the underside is covered in small barbs coated in blue whinnis poison. Trampoline Pit (DC 19 Reflex Save or fall onto trampoline, taking 2d6+2 damage, then back into trap door, taking 1d4+1 damage and then must make a DC 14 Fortitude save or take 1 Con damage and become unconscious for 1d3 hours. Then fall back down to the expended trampoline, taking 2d6 falling damage and 2d6+2 piercing damage from spikes. While impaled, target takes 1d4 damage per round.)

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

Sewer Grate (CR 2)



The sewer grate is a little… gamey.

Type: mechanical; Perception DC 18; Disable Device DC 17

Trigger touch; Reset none

Effect

The sewer grate is covered in muck. Touching this causes exposure to filth fever with a chance to contract it.

Categories: CR2, CR7, Pathfinder | Tags: | Leave a comment

Freshly Waxed Floors (CR 2)



The floors in here sparkle.

Type: mechanical; Perception DC 19; Disable Device DC 19

Trigger touch; Reset none

Effect

The floors have been cleaned and are slippery. They are also mildly toxic. Floors (DC 16 Acrobatics check during move action or target falls, then must make a DC 14 Fortitude Save or become sickened for 1d4 rounds); multiple targets (all targets in room)

Categories: CR2, CR7, Pathfinder | Tags: | Leave a comment

Whoa.. Wrong Size (CR 7)



The sturdy door is locked.

Type: mechanical; Perception DC 19; Disable Device DC 21

Trigger touch; Reset none

Effect

When the door is opened, the targets feet are secured via metal loops, and then the section of floor he is on rotates 180 degrees, and then the loops are opened, dropping the target into a pile of pillows. However, if the target is taller than 3’… Wrong Size (DC 22 Reflex Save or target is immobilized, as the floor flips 180 degrees and drops targets into a small pit full of pillows. If target is taller than 3′, target must make a DC 24 Acrobatics check, or is slammed into the floor, taking 3d6 damage and is dazed for 1 round, and must also make a DC 18 Strength check, or takes an additional 6d6 damage and suffers -8 to Dex based rolls as target’s ankles are broken. Target cannot walk until all damage from the failed Strength check is healed. Once that damage is healed, the Dex penalty goes away.

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

Panic Room (CR 7)



The inside of the door to the study has 2 locks.

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

Trigger touch; Reset none

Effect

If the locks aren’t activated correctly, the target becomes encased in ice, then teleported. Panic Room (DC 24 Will Save or target becomes encased in ice for 1d4 rounds, then teleported to a small chamber buried 50 feet below the study in the ground. The ice has hardness 0, and is 11 inches thick and has 33hp. The target is paralyzed while in the ice. Before teleportation, the ice and target begin to fade. If the ice is destroyed before the teleportation happens, the teleport is cancelled.)

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

Meditation Incense (CR 7)



Incense burns in a small alcove.

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

Trigger proximity; Reset none

Effect

The incense causes those in its presence to become filled with a sense of tranquility. Incense (DC 24 Will Save or targets that commit violence take 3d6 nonlethal damage during each round they commit violence. Targets may use Combat Expertise, fight defensively or take the total defense action without penalty. This effect lasts for 11 rounds); multiple targets (all targets within 60′)

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

Elevator Trap Door (CR 7)



Several buttons are inside the elevator for several floors.

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

Trigger touch; Reset Repair

Effect

When any of the buttons are pushed, the floor opens up like a trap door. Trap Door (DC 27 Reflex Save or fall down shaft, taking 6d6 damage); multiple targets (all targets in elevator)

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

Blog at WordPress.com.