CR7

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

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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

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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

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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

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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

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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

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Smart Dungeon (CR 7)



As you walk down the corridors of this dungeon, you keep thinking you hear whispers.

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

Trigger proximity; Reset none

Effect

When this trap is triggered, the entire dungeon becomes slightly sentient. All traps have a +2 modifier to their DC’s, and bonus damage is also increased by 2. Also, any checks that have to do with the dungeon construction have their DC’s increased by 2.

Fox’s Cunning, Mass

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Snowy Shrine (CR 7)



Buried in the snow is a golden statue that looks like it was the center of a shrine. It is in the shape of a dragon.

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

Trigger touch; Reset none

Effect

A DC 20 Nature check reveals that the statue is a red dragon. If it is touched, the target becomes a medium sized red dragon. Dragon (DC 24 Will Save or target becomes a medium sized red dragon for 11 minutes. While a red dragon, the target must make a DC 25 Survival check each round or take 2d6 cold damage, unless the cold can be mitigated somehow)

Form of the Dragon

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Hand Door (CR 7)



A hand shaped door seems to lead to the next room.

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

Trigger touch; Reset none

Effect

The door will target the first person to touch it. Hand Door (For the next 11 rounds, the hand follows the target and attempts to push the target away from the doorway and into the wall. It makes a +20 CMB attack to bull rush the target each round. In order for the target to go through the doorway, the target must make a successfull bull rush attack vs. CMD 30. If you wish to make this trap more deadly, put spikes on the wall. Each round that the target is pinned to the wall they take 2d6 piercing damage)

Forceful Hand

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Trapped (CR 7)



As you enter the solid stone room, a thick slab of stone slides shut behind you.

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

Trigger proximity; Reset none

Effect

When the door slides shut, an aura surrounds the area, preventing planar or dimensional travel. Trapped (DC 22 Reflex Save or area is surrounded by magic field that prevents any type of planar or dimensional travel, such as dimension door, teleport, etc. The slab has hardness 10 and 100hp. However, those attempting to physically penetrate the barrier, by leaving or physically attacking the slab, take damage as follows depending on alignment. A DC 22 Will save halves the damage. CE – no damage, LE, NE, CG, CN – 6d6 damage, LN, LG, NG, N – 12d6 damage)

Forbiddance

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