Fickle Cyclone (CR 6)

The wind whips through the corridor.

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

Trigger proximity; Reset none


Small cyclones whip around each target. Cyclones (Missile weapons from the target are deflected harmlessly upwards. This effect lasts for 9 rounds); multiple targets (as many targets, as long as each target is within 30′)

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

Luminescent Walls (CR 1/2)

The walls give off a bright green light.

Type: mechanical; Perception DC 10; Disable Device DC 19

Trigger touch; Reset none


The light from the walls bathes everything in a green tint, making it hard to discern details. All Perception checks are at -2.

Categories: CR0.5, CR7, Pathfinder | Tags: | Leave a comment

Sharp Plantarium (CR 7)

The domed ceiling is filled with twinkling stars, seemingly projected from a ball in the middle, with switches and dials.

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

Trigger touch; Reset repair


The stars are all shuriken. If the switches or dials are disturbed, the shuriken shoot out from the ceiling. Shuriken (20d2 damage, DC 24 Reflex Save for half damage); multiple targets (all targets in room)

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

Light Fingers (CR 1)

This corridors down here are quite dark.

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

Trigger touch; Reset none


Each doorway down here has several little fingers sticking out. Those that go through the doorway must make a DC 28 Acrobatics check or be touched by 2d4 of the fingers on the way through. Each of these fingers casts a light spell, which lasts for 10 minutes on any object (armor, backpack, weapon, etc) that it touches.

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

Hook, Line and Sinker (CR 5)

A pool sits in front of a small cliff. A rope dangles down the side of the cliff.

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

Trigger touch; Reset Repair


When the rope is touched to climb up, it sinks a barb into the target, reels them up the cliff, then drops them with a weight into the pool. Hook, Line and Sinker (+16 vs. CMD or target becomes entangled, requiring a DC 26 CMD check to escape. The target goes up for 2 rounds, and then drops with the weight from the top of the cliff. The weight pulls the target underwater, where they immediately gain the drowning condition until they can escape the barb)

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

Tar and Feather Chest (CR 7)

A chest sits in the middle of this otherwise empty vault.

Type: magical; Perception DC 31; Disable Device DC 31

Trigger touch; Reset none


When the chest is touched, the entire floor turns to hot tar, and feathers fall from the ceiling. Tar and Feather Chest (5d6 fire damage, plus DC 24 Reflex save or target also becomes entangled. Target can escape with a successful DC 24 Reflex Save, Strength check or Escape Artist check. Creatures that start turn in tar take 2d6 damage and must make the DC 24 Reflex Save to avoid entanglement. Once out, it requires 2 full rounds to remove the tar and feathers. During this time, the target still takes 2d6 damage per round until the effect ends in 11 rounds); multiple targets (all targets within 20′ of chest)

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

Altar Candles (CR 3)

Several ceremonial candles sit on the altar, waiting to be lit for the blessing.

Type: mechanical; Perception DC 21; Disable Device DC 18

Trigger touch; Reset none


When the candles are lit, all targets within 60′ receive a +1 bonus to Con based checks for 1 hour. However, when the candles burn down in 2d4+1 rounds, they explode. Candles (4d4 damage, DC 18 Reflex save for half damage); multiple targets (all targets within 60′)

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

The Streets are Paved with Gold (CR 6)

The streets in this town are made of golden bricks.

Type: mechanical; Perception DC 19; Disable Device DC 32

Trigger touch; Reset none


The bricks cover a lake of molten gold. Golden Bricks (each round there is a 25% chance that the brick melts into the molten gold, requiring a DC 22 Reflex save or target takes 6d6 fire damage per round, and must make a DC 22 Escape Artist or Acrobatics check to escape the molten gold)

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

Wind River (CR 5)

The deep chasm is only 7 feet wide, an easy jump…

Type: magical; Perception DC 29; Disable Device DC 29

Trigger proximity; Reset none


When the first target is in mid-air, a strong gust of wind blows down the chasm. Wind River (4d6 non-lethal damage and 4d6 falling damage, DC 21 Fortitude save halves the non-lethal damage, and the target only falls if the Jump check fails, which is a DC 17 due to the wind. The wind lasts for 7 rounds, and anyone who enters the space above the chasm is subject to the above effects)

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

Mudslide (CR 3)

The way ahead is blocked, as the corridor has been covered in mud and rocks from a slight cave-in.

Type: mechanical; Perception DC 21; Disable Device DC 24

Trigger touch; Reset none


If the PC’s start to clear the mudslide, it triggers another mudslide behind them, trapping them here. Each mudslide takes 2d6+1 hours to clear.

Categories: CR3, Pathfinder | Tags: | 2 Comments

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