CRvaries

Boxes (CR Varies)



Several boxes are in the room.

Type: magical; Perception DC 27-30; Disable Device DC 27-30

Trigger touch; Reset none

Effect

When a box is opened, it creates a random pit as per the various pit spells: create pit, acid pit, or hungry pit.

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Icosahedron Rock (CR 5-11)



A large, 20-sided rock rolls down the hallway towards you.

Type: magical; Perception DC 28; Disable Device DC 28

Trigger proximity; Reset none

Effect

The rock is 20-sided, and numbered. Rock (DC 22 Reflex save or target takes (1-20)d6 damage, determined randomly);

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Gun Clock (CR 5-10)



An impressive clock dominates this outdoor wall. The face is constructed of several pistols.

Type: mechanical; Perception DC 27; Disable Device DC 22

Trigger time; Reset 1 hour

Effect

When the hour strikes, the guns turn and shoot, taking one shot for each hour, up to 12. Gun Clock (1-12 +16 ranged melee for 1d8 damage each); multiple targets (1 random target within 20′ cone for each shot)

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Wire-Lined Floors (CR varies)



The mortar between the flagstones of the floor is cracked.

Type: mechanical; Perception DC APL+20; Disable Device APL+20

Trigger location; Reset None

Effect

The floor is lined with a fine wire mesh. Any electrical effects that happen transmit instantly to anyone on the floor; the area of effect of the electrical spell or effect happens to everyone.

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Gas-Filled Corridors (CR varies)



Several orcs converge at the end of the hall, prepared to attack!

Type: magical; Perception DC APL+20; Disable Device APL+20

Trigger location; Reset None

Effect

The hallways are filled with a colorless, odorless, very flammable gas. Any magical fire attack spells ignite the gas. The result is that the entire area acts as the area of effect for the spell, and everyone in it is subject to the attack.

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Ground Zero Wand (CR *+1)


* – Spell Level

A magnificent wand sits unattended in an open, velvet-lined mahogany case.

Type: magical; Perception DC 25+*; Disable Device 25+*

Trigger Touch; Reset None

Effect

The wand seems to work as normal. However, when used in a combat situation, the target of the spell becomes either the wand-wielder or his square, as appropriate for the spell in use. Saves and effects are based on the spell stored in the wand. This can be a 1 charge only item, or it can have multiple charges.

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The Red Fountain (CR *)


This is a another guest entry from Brian Wiborg Mønster, submitted on Adventure-a-Week.

A small shelf on the wall in a dungeon corridor has potions setting on it. There are as many potion bottles as there are characters. These potions are fully working potions of gaseous form. A piece of parchment shows that the 4” holes in the ceiling every 20’ are to be used with the potions in case of emergencies.

Type: magical; Perception DC 28; Disable Device 28

Trigger location; Reset automatic

Effect

About 8’ up in the holes, which lead to another level in the dungeon, is a targeted Dispel Magic vs. Gaseous Form. The DC is 16 if using a potion, and the modifier is +8 for the dispel magic roll. The holes all end in a room with an empty fountain, hence the nickname of red fountain when an adventurer tries to fit into the small tube in his normal size.

Alternate version: It also works if the party is following an adversary in the dungeon and the corridor ends with a single hole and the potions give a clue to how the adversary got away, of course he just took the secret door in the wall, but the party will hopefully surmise that he took the hole in the ceiling.

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Level Up (CR *)



Several arcane tomes line the bookshelves.

Type: magical; Perception DC 26; Disable Device 26

Trigger location; Reset None

Effect

Several of the tomes appear to give the ability to level up one or more levels. When read, the reader is “levelled up” 100 feet in the air for each level raise. Level Up (DC 18 + number of levels Will Save or be transported levels*100ft into the air)

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Metamagic Floor (CR 1+APL)



The wooden floor has been polished to such an extent as to be almost mirror-like.

Type: magical; Perception DC 25+APL; Disable Device 25+APL

Trigger location; Reset None

Effect

The floor has been enchanted such that the first damage-dealing offensive spell cast in the room will have its area of effect tripled.

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Negative Energy Wheel (CR *)



A valve wheel sits atop a small round portal in the middle of the floor.

Type: magical; Perception DC 26; Disable Device 26

Trigger location; Reset None

Effect

When the wheel is turned, it begins to channel negative energy in a 30′ radius. For every quarter turn, increase the damage by 1d6 and the Will DC Save by 1 for half damage. So at a quarter turn, it is DC 11 Will save and 1d6 damage, at a half turn, DC 12 Will Save and 2d6 damage, etc. For higher CR’s, up the amount of turns it takes to to open the door.

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