CR9

Bridge 9 – 3/4 (CR 9)



A broken bridge crosses the chasm. The middle of the bridge is missing, leaving a 100 foot gap. A small portal is at the edge of each side of the bridge.

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

Trigger touch; Reset none

Effect

Any testing will reveal that entering one portal causes one to exit on the other side. So objects will appear on the other side, if a hand is stuck through, it will be seen on the other side. However, if someone tries to enter fully, they will be dimensionally blocked and will fall off the edge of the bridge. Bridge (DC 27 Reflex Save or target falls, taking 20d6 damage)

Dimensional Lock

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Demanding Bust (CR 9)



A great marble bust is in the entryway.

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

Trigger proximity; Reset none

Effect

The first target to get within 30′ of the bust will be the eventual target. At some point later, if the party or target comes into contact with the person who was the subject of the bust (or made it, or whatever) that person receives a message to not participate in combat and to walk away and leave. Demanding Bust (Target receives a message to walk away and leave, and not participate in combat for 16 hours. A DC 26 Will Save will cancel the compulsory effect, but the subject will still hear the demand)

Demand

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Vines (CR 9)



The room is full of vines that grow up the stone walls. They form a natural arch around the far door, which has a large mouth on it.

Type: magical; Perception DC 34; Disable Device DC 34

Trigger proximity; Reset none

Effect

These vines produce a lot of oxygen. Open flames will ignite the air in the room after 1d4 rounds. If the far door is opened, a magic mouth yells out, “Strike the wall!”., at which point the vines, many of which have little pieces of flint in them, strike the wall, causing sparks which ignite the air. Vines (20d6 fire damage, DC 27 Reflex save for half damage); multiple targets (all targets within 60′)

Control Plants

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Not Me, Him! (CR 9)



Two sarcophagi are in this room.

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

Trigger touch; Reset none

Effect

A target that opens the left sarcophagus will find the form of a body in it, which takes the form of the target. The target is then killed and his form interred into the other sarcophagus. (DC 27 Fortitude Save negates). The target’s soul then enters the clone, with 2 negative levels, or, if at level 1, 2 Con Damage. Every 24 hours, the target returns to the other body, losing levels or Con until his Con reaches 0, when he is permanently dead. Only a wish or limited wish can remove this curse. A wish also restores lost levels and Con, but a limited wish does not.

Clone

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Do Not Disturb (CR 9)



A large door is here. On the door is a massive bronze door knocker, shaped like a hand. A small sign hangs underneath that says, “Do not disturb”.

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

Trigger touch; Reset none

Effect

If the door is opened, or the knocker used, the hand turns into a giant fist and begins to strike the targets in front of it. Do Not Disturb (+15 melee vs nearest target for 1d8+11 damage. On a successful hit, target must make a DC 27 Fortitude Save or be stunned for one round. The fist can move 60′ and attack in the same round and lasts for 15 rounds); multiple targets (will attack nearest target)

Clenched Fist

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Need a Laxative? (CR 9)



The garderobe appears to be very clean and nice.

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

Trigger touch; Reset none

Effect

If the target uses the facilities, he’s going to be there for a long time. Laxative (DC 27 Will Save or target become bound to the garderobe by a long chain. Furthermore, anyone that approaches the target is affected by antipathy. This imprisonment lasts 1 year)

Binding

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Illicit Gold (CR 9)



A bag of gold has been hidden away underneath the desk drawer.

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

Trigger proximity; Reset none

Effect

When the bag of gold comes into contact with other non-magical valuables (gems, gold pieces, jewelry, etc) it causes those items to emit magical vibrations, making the owner want to get rid of them. Illicit Gold (Target drops affected items and leaves them, on a successful DC 24 Will Save, target may keep them, but takes 4 points of temporary Dexterity damage if he does. The effect lasts for 30 hours)

Antipathy

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Stampede (CR 9)



A large herd of cows grazes just ahead.

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

Trigger proximity; Reset none

Effect

When the target approaches the herd, it is changed into the form of a ferocious giant wolf. This causes the herd to stampede. Stampede (+16 vs. CMD or target is knocked prone, stunned and takes 8d8 damage); multiple targets (all targets within 100 ft)

Animal Shapes

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Ring in a Hole (CR 9)



A cylindrical hole is in the wall, with something shiny at the end.

Type: mechanical; Perception DC 23; Disable Device DC 24

Trigger touch; Reset none

Effect

There is a gold ring at the end of the cylinder. Pulling it causes the cannon to fire. Ring (+24 ranged melee for 8d8 damage); multiple targets (all targets in 30′ cone)

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Antisocial (CR 9)



A safe is secured away in the wall behind a dresser.

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

Trigger touch; Reset none

Effect

If the target touches the safe, he suddenly is repelled by those like him. Antisocial (If the target comes within 10′ of another person of the same alignment or race, he feels compelled to leave, and must do so. When the trap is triggered, the target makes a DC 27 Will Save, if successful, instead of being compelled to leave, the target simply becomes very uncomfortable, and suffers a -4 penalty to all Dex-based rolls. The effect lasts for 32 hours)

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