CR8

Sandy Floor (CR 8)



The floor is covered in a very viscous sand.

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

Trigger touch; Reset none

Effect

The sand causes the room to be difficult terrain. It’s also highly volatile. Any attempt to clean it up or move it out of the way has a 50% chance of causing it to explode. Sand (6d6 damage plus blindness for 1d6 rounds, DC 22 Reflex save for half damage and no blindness); multiple targets (all targets in room)

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The Butler Didn’t Do It (CR 8)



The magistrate you were meeting is lying on the floor in a pool of his own blood, with a dagger protruding from his back.

Type: magical; Perception DC 32; Disable Device DC 32

Trigger proximity; Reset none

Effect

In 1d4 rounds the guards arrive. When they do, the dagger vanishes and appears in the nearest PC’s hand. Dagger (Dagger appears in nearest PC’s free hand, DC 25 Reflex Save causes dagger to fall to the floor in front of the target instead)

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Lost in the Catacombs (CR 3)



The wall behind you bursts into flame!

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

Trigger proximity; Reset none

Effect

When the target(s) pass into the lower catacombs, any maps they have are erased with no save. This causes a -4 penalty to checks to find the way back out or forward.

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Dungeon Cleaning (CR 8)



You hear a klaxon, and hear the rush of water.

Type: mechanical; Perception DC 27; Disable Device DC 29

Trigger time; Reset 12 hours

Effect

This dungeon is connected to an underground acid lake. It uses it every 12 hours to clean out the dungeon floors by flooding. Acid (DC 22 Reflex save or take 6d6 acid damage); multiple targets (all targets in dungeon)

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Pull My Finger (CR 8)



A hand with a pointed finger acts as a doorknob.

Type: magical; Perception DC 32; Disable Device DC 32

Trigger touch; Reset none

Effect

If the hand is pulled to open the door, the trap goes off. Finger (13d10 damage, DC 25 Fortitude Save for 3d6+13 damage)

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Shale Cliff (CR 8)



The shale cliff looks to be easily climbable.

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

Trigger location; Reset none

Effect

The cliff has been rigged to fracture when a climber hits a certain point. Shale Cliff (DC 27 Reflex Save or fall, taking 6d6 falling and 3d6 bludgeoning damage); multiple targets (all targets on cliff face)

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Collapsing Tower (CR 8)



This tall tower commands a strategic location overlooking the pass.

Type: mechanical; Perception DC 24; Disable Device DC 28

Trigger location; Reset none

Effect

The tower is 30′ high and commands a 360 view of the terrain. However, it is weighted such that if an odd number of sides are manned, it will tip over. For example, if one side has more people than the opposite side. Tower (6d6 damage, DC 28 Reflex for half damage); multiple targets (all targets on tower)

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Rock, Paper, Scissors (CR 8)



A large hand guards the door, and wishes to play rock, paper, scissors.

Type: magical; Perception DC 32; Disable Device DC 32

Trigger proximity; Reset none

Effect

The hand will count down from three and then play. If the person loses or doesn’t play, he tales the effect of the giant hand. Paper (target is smothered and covered with a large, heavy sheer of paper, +17 vs CMD or become pinned, requiring a DC 27 Escape Artist, CMB or Strength check to escape) Rock (DC 25 Reflex save or take 8d6 damage from a falling rock); Scissors (+17 melee for 6d6 damage plus 2d6 bleed damage)

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Unhinged (CR 8)



The wooden door has large hinges.

Type: magical; Perception DC 32; Disable Device DC 32

Trigger proximity; Reset none

Effect

If the door is opened, it falls off its hinges. Unhinged (DC 25 Will Save or nearest target to the door is affected by the Insanity spell)

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Hexagonal Floor Tiles (CR 2)



The floor is made up of hexagonal tiles.

Type: magical; Perception DC 26; Disable Device DC 26

Trigger location; Reset none

Effect

Several of the tiles have been enchanted with Hex Vulnerability.

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