CR7

The Last Supper (CR 7)



The path goes many ways, but signs are posted along the way, with helpful arrows pointed out the correct way.

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

Trigger touch; Reset none

Effect

A feast has been laid out on a large round table with seating for more than eight. Supper (If the wine or other alcohol is opened, the cork explodes, sending a wave of death. 11d4 HD worth of creatures at the table, starting with the lowest HD creatures, and using closest creatures to cork, are killed unless they make a DC 24 Fortitude Save. Excess HD of damage are lost); multiple targets (all targets within 40′ of opened bottle)

Circle of Death

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Don’t Stand So Far From Me (CR 7)



This large room contains a single, ornate chest raised up on a large dais.

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

Trigger touch; Reset none

Effect

The chest is centered on the circular dais which is 30′ in diameter. When the chest is opened, the nearest target not on the dais gets hit by lightning, which then travels from person to person. Don’t Stand So Far From Me (11d6 electricity damage, DC 24 Reflex save for half damage) multiple targets (closest target not on dais, then it arcs to up to 10 other targets within 30′ of the previous target, but will not strike any targets on dais or targets that have already been struck)

Chain Lightning

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Let ME Bless You (CR 7)



A strange altar to an unknown god is ahead.

Type: magical; Perception DC 27; Disable Device DC 27

Trigger proximity; Reset none

Effect

If the targets get within 30′ of the altar, and do not offer a prayer, praise or donation, the altar “blesses” the party. Bless (DC 24 Will save or target loses all magical bonuses to attack rolls and saves for 11 minutes, and they are replaced with a +1 bonus)

Bless

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Game of Thrones (CR 7)



Standing before the door is a magnificent throne made of swords.

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

Trigger proximity; Reset none

Effect

If the target moves past the chair towards the door, the swords begin to swirl around, creating a barrier. Barrier (11d6 damage, DC 22 Reflex Save for half damage. Barrier blocks door for 11 minutes. Those that want to move through the area can make a successful Reflex save to pass for no damage)

Blade Barrier

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It’s Locked? (CR 7)



You reach home after a long day… the house door is locked? What?

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

Trigger touch; Reset none

Effect

Anything that the target touches that can be closed becomes locked. This adds 10 to the DC to open up a locked object, or a DC 20 Disable Device to open up an object that normally isn’t locked. A DC 22 Will save negates this effect.

Arcane Lock

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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

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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

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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)

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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.)

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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.

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