CR9

Deadbolt Lock (CR 9)


 

A stout wooden door appears locked from the other sided. Slight charring can be seen in places.

Type: magical; Perception DC 33; Disable Device DC 33

Trigger touch; Reset none

Effect

The door is locked with a sturdy deadbolt from the other side. (DC 33 Disable Device to open) Deadbolt Lock (Once the lock is slid open, lightning bolts spill forth from the door, doing 16d8 points of electricity damage and and stunning the target for 1 round. A DC 27 Fortitude save halves the damage and negates the stun.); multiple targets (all targets within 30′ of door)

Stormbolts

 

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Peace Out Weapon Rack (CR 9)


 

Several polished swords and polearms are neatly arranged in a rack.

Type: magical; Perception DC 33; Disable Device DC 33

Trigger touch; Reset one charge per weapon

Effect

The weapons are all masterwork quality, and decorated with precious gems. As such, each weapon is worth 5x their normal value. Weapon Rack (The next time the target starts an encounter, whether melee or other, the target enters a state of euphoria for 16 rounds. While in this state, the target moves at half speed, may not attack or cast spells, and will be helpful to those around him. If the target is attacked, the target may make a DC 27 Will Save. On success, the target may act normally for one round. On a failure, the target moves away from the attacker at half speed)

Euphoric Tranquility

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Collapsing Bridge (CR 9)


 

An old stone bridge crosses the deep chasm.

Type: magical; Perception DC 33; Disable Device DC 33

Trigger proximity; Reset none

Effect

About halfway over the bridge, a cyclone of raging wind appears. Collapsing Bridge (DC 27 Reflex Save or take 3d6 points of damage, and then a second DC 27 Reflex Save if the first fails or be caught up in whirlwind. Those caught in the whirlwind take 1d8 damage each round. The whirlwind spends the first round of movement (60′) moving back and forth across the bridge, causing any on the bridge to make saves. In round 2, the bridge collapses. Those on the bridge may make a Jump check to safety (DC based on distance) to either the edge or the whirlwind. Those that fail fall 100′, taking 10d6 damage. Those that jump into the whirlwind take 3d6 damage and automatically fail the 2nd saving throw. The whirlwind then raises up another 100′, and and stays there for 14 rounds before vanishing, dropping anyone caught in the cyclone 200′ for 20d6 damage); multiple targets (all targets within 10′ initially, then those along the bridge or who jump into it)

Whirlwind

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Pearl of Power (CR 9)


 

A white, gleaming pearl is hidden in a small drawer.

Type: magical; Perception DC 33; Disable Device DC 33

Trigger activation; Reset none

Effect

The pearl appears to be a pearl of power (4th). However, if used, the trap is set off. Pearl of Power (Target life force and body becomes imprisoned inside pearl, which is then teleported back into the drawer. The pearl must be broken to release the soul and body)

Trap the Soul

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Lifelike Statue Garden (CR 9)


 

Several very lifelike statues dot the garden path. They are all holding watches.

Type: magical; Perception DC 33; Disable Device DC 33

Trigger proximity; Reset none

Effect

A DC 25 Perception check reveals that all the watches are stopped. More jeweled watches sit in a small pile in a chest. If a watch is picked up, the trap is set off. Garden (After 1 minute, the target becomes frozen in time, ceasing to age and nothing can harm it. This condition can only be removed by something like dispel magic or freedom. The effect has a CL of 16. A DC 27 Fortitude Save negates this effect. The watch also stops when the target is frozen.)

Temporal Stasis

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Spiky Treasure Pit (CR 9)


 

A pit is in the middle of the floor, filled with shiny coins and gems.

Type: magical; Perception DC 33; Disable Device DC 33

Trigger touch; Reset none

Effect

If the target touches any of the treasure, the trap is activated. A DC 20 Perception check notices that spikes stick up in places in the treasure. Spiky Treasure Pit (DC 27 Reflex Save or target and any other target within 15′ is trapped in a sphere and is essentially weightless. The sphere rises up to 100 feet, then expires, dropping the targets into the pit where they take 10d6 + 10d3 damage); multiple targets (all targets within 15′)

Telekinetic Sphere

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Mirror of Sympathy (CR 9)


 

A large, very ornate mirror stands outside a great hall. Just inside, several ballistae are aimed towards a dais in the middle of the hall, which contains a red jewel.

Type: magical; Perception DC 33; Disable Device DC 33

Trigger proximity; Reset auto

Effect

Once the target is visible in the mirror, they feel an overwhelming urge to possess the gem in the next room. Mirror of Sympathy (DC 27 Will Save or target will enter room and pick up jewel, which causes 16 ballistae to fire, each at a random target near the gem. Each ballistae is +12 ranged melee for 3d8 damage); multiple targets (all targets visible in mirror. Targets that make save are immune for 1d6x10 minutes. If more than one target fails save, they will argue and fight each other for possession of the gem)

Sympathy

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Lethal Joke (CR 9)


 

Several scraps of paper with arcane writing lay on the floor.

Type: magical; Perception DC 33; Disable Device DC 33

Trigger touch/read; Reset none

Effect

If the scraps are put together, or if the phrase on them is read, it creates a shining rune that causes Insanity (and incidentally is a really bad pun). Lethal Joke (DC 27 Will Save or target goes permanently insane, as per the spell insanity.) multiple targets (all targets within 60′)

Symbol of Insanity

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This Isn’t Moria (CR 9)


 

The archway that leads to the inner temple is covered in runes and script.

Type: magical; Perception DC 33; Disable Device DC 33

Trigger word; Reset 10 minutes

Effect

The script on the archway is written both in draconic and abyssal. It says “Speak, friend, and enter”. Moria (Should anyone actually utter the word “Friend”, it triggers the trap. The rune glows and kills one or more targets within 60′ whose combined current total HP does not exceed 150HP. It affects closest creatures first, and skips creatures that would put it over the 150 total. The rune remains active for 10 minutes, and new creatures that get within 60′ are affected, as are creatures that leave and re-enter. A DC 33 Fortitude save negates the effect, and counts towards the HP total); multiple targets (all targets within 60′)

Symbol of Death

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Happy New Year (CR 9)


 

A globe descends from the ceiling as the door shuts behind you.

Type: magical; Perception DC 33; Disable Device DC 33

Trigger proximity; Reset none

Effect

When the door shuts, it locks. The globe takes 1 round to descend, then explodes in a brilliant  flash of light. Globe (6d6 damage and target is permanently blinded. DC 27 Reflex save negates blindness and halves damage); multiple targets (all targets in 80′ radius)

Sunburst

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