CR7

Quick Drying Cement (CR 1/2)



The floor is very clean here.

Type: mechanical; Perception DC 19; Disable Device DC 17

Trigger touch; Reset none

Effect

The floor is covered with a fine dust over wet cement. When disturbed, the cement dries instantly. Quick Drying Cement (DC 19 Reflex Save or target is entangled, requiring a DC 29 Strength or Escape Artist check to escape)

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Warning Tripwire (CR 7)



A tripwire stretches across the hallway.

Type: mechanical; Perception DC 24; Disable Device DC 19

Trigger location; Reset none

Effect

The tripwire is easy to avoid (DC 16 Perception check, and running into it requires a DC 16 Reflex save to avoid being knocked prone. However, 5′ from the wire, a very thin and sharp wire is strung across at neck level, and that is the real trap. If it is walked into, it does a +20 melee attack for 6d6 bleed damage)

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Luminescent Walls (CR 1/2)



The walls give off a bright green light.

Type: mechanical; Perception DC 10; Disable Device DC 19

Trigger touch; Reset none

Effect

The light from the walls bathes everything in a green tint, making it hard to discern details. All Perception checks are at -2.

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Sharp Plantarium (CR 7)



The domed ceiling is filled with twinkling stars, seemingly projected from a ball in the middle, with switches and dials.

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

Trigger touch; Reset repair

Effect

The stars are all shuriken. If the switches or dials are disturbed, the shuriken shoot out from the ceiling. Shuriken (20d2 damage, DC 24 Reflex Save for half damage); multiple targets (all targets in room)

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Tar and Feather Chest (CR 7)



A chest sits in the middle of this otherwise empty vault.

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

Trigger touch; Reset none

Effect

When the chest is touched, the entire floor turns to hot tar, and feathers fall from the ceiling. Tar and Feather Chest (5d6 fire damage, plus DC 24 Reflex save or target also becomes entangled. Target can escape with a successful DC 24 Reflex Save, Strength check or Escape Artist check. Creatures that start turn in tar take 2d6 damage and must make the DC 24 Reflex Save to avoid entanglement. Once out, it requires 2 full rounds to remove the tar and feathers. During this time, the target still takes 2d6 damage per round until the effect ends in 11 rounds); multiple targets (all targets within 20′ of chest)

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Ceremonial Dagger (CR 7)



An ornate dagger sits on a padded shelf, point outwards.

Type: mechanical; Perception DC 21; Disable Device DC 18

Trigger location; Reset repair

Effect

When the floorboard in front of the dagger is stepped on, it activates a mechanical lever that shoots the dagger forward. Dagger (+6 melee for 1d4+1 damage) The dagger is worth 100gp.

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Drunken Cave (CR 7)



The mist here is thick, and stings a little.

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

Trigger location; Reset none

Effect

In several locations, tripwires release a substance which interacts with the mist. Drunken Mist (DC 16 Fortitude Save or become drunk, and immediately goes to Stage III.

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Wrapping Door (CR 7)



The doors in here are wood framed, covered in paper.

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

Trigger touch; Reset none

Effect

When the target opens the door, the paper quickly wraps around the target. Wrap (DC 18 Reflex Save or target is pinned, required a DC 18 Strength or Escape Artist check to escape, or a full round action from another player)

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Cookies and Milk (CR 7)



A plate of cookies and milk sits next to the fireplace.

Type: mechanical; Perception DC 26; Disable Device DC 24

Trigger touch; Reset none

Effect

By themselves, the cookies and milk are harmless. But eaten together, they are poisonous. Cookies and Milk (DC 23 Fortitude Save or fall into a coma. Each day in a coma, the target must make 2 successive death checks in a row (DC 15 vs. Fortitude) to revive. If three saves are failed in a row, the target dies)

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Fox Tails (CR 1)



As you move through the doorway, a small avalanche of fox tails falls on you from above.

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

Trigger location; Reset none

Effect

Fox Tails (DC 17 Reflex or take 1 point of damage per hour and become distracted, causing a -2 penalty to Dex and Strength based checks and saves, attack rolls, and also requiring a concentration check with a -2 penalty for spellcasting. It requires 2d4+1 rounds to fully remove the foxtails)

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