Pathfinder

Stone Door (CR 6)



A wooden door is set into the stone wall, a small room is beyond.

Type: magical; Perception DC 30; Disable Device 30

Trigger location; Reset None

Effect

If anyone walks through the doorway, a wall of stone forms behind them. Wall of Stone (DC 22 Reflex save to avoid being trapped. Wall is 2 inches thick)

Categories: CR6, Pathfinder | Tags: | Leave a comment

Don’t Listen at Me Door (CR 5)



A small wooden door leads to the bedroom.

Type: magical; Perception DC 29; Disable Device 29

Trigger location; Reset None

Effect

If anyone listens at the door, it emits a loud shriek. Shriek (5d6 damage plus deafened for 2d6 rounds, DC 21 Fortitude save for half damage and negates deafness); multiple targets (all targets in 30′ cone)

Categories: CR5, Pathfinder | Tags: | Leave a comment

Nauseating Carafe (CR 4)



A carafe filled with wine sits on the table.

Type: magical; Perception DC 28; Disable Device 28

Trigger touch; Reset None

Effect

When the carafe is opened, a noxious cloud of vapor emerges. Carafe (DC 19 Fortitude save while in cloud or become nauseated); multiple targets (all targets within 20′ of carafe, cloud increases by 20′ each round for 5 rounds then dissipates)

Categories: CR4, Pathfinder | Tags: | Leave a comment

Joke Spellbook (CR 3)



A spellbook lies on the table.

Type: magical; Perception DC 27; Disable Device 27

Trigger touch; Reset None

Effect

If the spellbook is touched, the target begins laughing uncontrollably. Joke Spellbook (DC 18 Will save or fall prone laughing for 3 rounds. A new save can be made each round as a full round action)

Categories: CR3, Pathfinder | Tags: | Leave a comment

Self Locking Door (CR 2)



An ornate door leads out of the chamber.

Type: magical; Perception DC 26; Disable Device 26

Trigger location; Reset None

Effect

If anyone tries to open the door without knocking, it is held secure by a hold portal spell, increasing the DC of opening it by 5.

Categories: CR2, Pathfinder | Tags: | Leave a comment

Acid Alarm (CR 1)



A set of nice silverware sits on the table.

Type: magical; Perception DC 25; Disable Device 25

Trigger proximity (alarm); Reset None

Effect

If the silverware is removed from the table, acid splashes down on the target. Acid (+8 ranged melee for 1d3 acid damage)

Categories: CR1, Pathfinder | Tags: | Leave a comment

Ice Guard (CR 10)



Set on a pedestal before you are the crown jewels.

Type: magical; Perception DC 34; Disable Device 34

Trigger touch; Reset None

Effect

If the jewels are touched, the entire area is affected as by the polar midnight spell. Polar Midnight (DC 23 Fortitude save, effect lasts for 17 rounds, it also takes a full round action to remove the jewels)

Categories: CR10, Pathfinder | Tags: | Leave a comment

Utter Failure (CR 9)



Several fragile and valuable writings are archived here.

Type: magical; Perception DC 33; Disable Device 33

Trigger touch; Reset None

Effect

Unless a DC 45 Knowledge (Engineering) check is made, the writings crumble into dust when touched, triggering the trap which is a prediction of failure spell effect for each individual writing. Prediction of Failure (DC 22 Will save to reduce duration from permanent to 15 rounds)

Categories: CR9, Pathfinder | Tags: | Leave a comment

Windy Corridor (CR 8)



The party enters a long, dusty corridor.

Type: magical; Perception DC 32; Disable Device 32

Trigger location; Reset None

Effect

About halfway down the corridor, the wind begins to blow violently. Wind (A 20′ radius windstorm, centered on the target and moving with it up to 30′ per round deals 3d6 damage per round for 13 rounds. Additionally, the area is considered a windstorm for weather effects)

Categories: CR8, Pathfinder | Tags: | Leave a comment

Icy Teleport Bomb (CR 7)



The ceiling here is 30 feet high.

Type: magical; Perception DC 31; Disable Device 31

Trigger location; Reset None

Effect

When the trap is triggered, the target is encased in 11 inches of ice and teleported 30 ft in the air, where he then falls. Icy Teleport Bomb (DC 24 Will Save or be encased in ice and teleported 30 feet up, falling taking 3d6 damage, all others must make a DC 24 Reflex save or take 2d6 damage); multiple targets (all targets within 30′ of falling block of ice)

Categories: CR7, Pathfinder | Tags: | Leave a comment

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