CR7

Unwanted Help (CR 5,7 or 9)


 

The entrance is locked.

Type: magical; Perception DC 29,31,34; Disable Device DC 29,31,34

Trigger touch; Reset none

Effect

An outsider of the same alignment appears and insists on helping. He will take 1000gp per hour, until the job is done. A DC 21, 24, or 28 Diplomacy check can reduce this payment in half. Another Diplomacy check of the same difficulty can be performed to convince the outsider that the job is done. For each successful encounter, the difficulty is reduced by 2. The payment is magically extracted, and only a wish can prevent the amount in gold or goods from being taken.

Planar Ally

Categories: CR5, CR7, CR9, Pathfinder | Tags: | Leave a comment

Shifting Sands (CR 7)


 

The sand dunes stretch on for miles.

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

Trigger proximity; Reset auto

Effect

After the target passes, the sands slowly shift, destroying tracks and altering the landscape. This increases the DC of checks to track and to not get lost by 10.

Move Earth

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Delving is the Pits (CR 7)


 

The corridor is narrow and long.

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

Trigger location; Reset none

Effect

A trap door falls away to a pit, and closes just as fast! Delving (DC 24 Will Save or target becomes invisible and falls into pit, taking 1d6+3 damage and must make a DC 24 Fortitude Save or fall unconscious for 1d4 + 1 hours. The target also takes 3 hp damage per round, until 2 consecutive DC 24 Fortitude saves are made. At the same time, and exact image of the target is created and jumps away from the pit, and begins to run down the hallway. Every 10 ft, there is another pit, just like the one above, but without the duplicate image/invisibility effect, In order to avoid falling in, the target must make a DC 24 Reflex Save. If the party falls behind the image by more than 20′, the image will stop and wait, but will not interact. The image lasts for 11 rounds, or until physically interacted with)

Mislead

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I Cast What (CR 7)



Books and scrolls litter the study.

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

Trigger touch; Reset none

Effect

The scrolls and books contain low level spells. When read, the spell becomes prepared, and cannot be gotten rid of until cast.

Mage’s Lucubration

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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

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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

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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

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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

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