Pathfinder

Sandy Floor (CR 8)



The floor is covered in a very viscous sand.

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

Trigger touch; Reset none

Effect

The sand causes the room to be difficult terrain. It’s also highly volatile. Any attempt to clean it up or move it out of the way has a 50% chance of causing it to explode. Sand (6d6 damage plus blindness for 1d6 rounds, DC 22 Reflex save for half damage and no blindness); multiple targets (all targets in room)

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

The Butler Didn’t Do It (CR 8)



The magistrate you were meeting is lying on the floor in a pool of his own blood, with a dagger protruding from his back.

Type: magical; Perception DC 32; Disable Device DC 32

Trigger proximity; Reset none

Effect

In 1d4 rounds the guards arrive. When they do, the dagger vanishes and appears in the nearest PC’s hand. Dagger (Dagger appears in nearest PC’s free hand, DC 25 Reflex Save causes dagger to fall to the floor in front of the target instead)

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

Slick Floor; Falling Door (CR 6)



A heavy stone door is set into the mossy hillside.

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

Trigger touch; Reset none

Effect

The door must be pushed open (DC 24 Strength check). Those pushing against the door slip on the moss, and then the door falls on top of them. Door and moss (DC 22 Reflex Save or fall prone, then door falls, dealing 6d6 crushing damage and causing target to become pinned, requiring a DC 24 Strength, Escape Artist or CMB check to escape; this can be avoided with a DC 22 Reflex Save. Prone targets lose Dex bonus to save against falling door); multiple targets (all targets pushing door)

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

Champagne Doorknob (CR 1)



The door has a doorknob that appears to be made from cork.

Type: mechanical; Perception DC 16; Disable Device DC 16

Trigger touch; Reset none

Effect

The doorknob shoots from the door when turned, and champagne spills on the floor. Doorknob (+4 melee for 1d4 damage)

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Lost in the Catacombs (CR 3)



The wall behind you bursts into flame!

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

Trigger proximity; Reset none

Effect

When the target(s) pass into the lower catacombs, any maps they have are erased with no save. This causes a -4 penalty to checks to find the way back out or forward.

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

Dungeon Cleaning (CR 8)



You hear a klaxon, and hear the rush of water.

Type: mechanical; Perception DC 27; Disable Device DC 29

Trigger time; Reset 12 hours

Effect

This dungeon is connected to an underground acid lake. It uses it every 12 hours to clean out the dungeon floors by flooding. Acid (DC 22 Reflex save or take 6d6 acid damage); multiple targets (all targets in dungeon)

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

Slamming Door (CR 1)



A stout wooden door leads to the next room.

Type: mechanical; Perception DC 18; Disable Device DC 17

Trigger touch; Reset Auto

Effect

When the door is opened up wide enough to permit passage, it slams shut. Slam (+8 melee for 1d6 damage)

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

Hooks (CR 1/2)



The door is narrow.

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

Trigger touch; Reset auto

Effect

Several small hooks protrude from the sides of the doorframe, catching armor and gear. Hooks (DC 18 Reflex save or target is entangled, requiring a full round action to escape)

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

Pop Rocks (CR 6)



The floor is full of small rocks.

Type: mechanical; Perception DC 24; Disable Device DC 19

Trigger touch; Reset Repair

Effect

The rocks cause the terrain to be difficult terrain, but can be easily swept aside where they fall into deep gutters by the wall. However, sweeping them aside activates the trap, as the rocks cause the bottom of the gutters to heat up, then they start exploding. Pop Rocks (After 1d4 rounds, rocks begin to explode. For 1d6+1 rounds,  1d10 rocks ignite, each causing 1d4+1 damage, DC 22 Reflex Save for half damage); multiple targets (all targets in room)

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

Boot to the Head (CR 1)



A rickety wooden door open up into the structure.

Type: mechanical; Perception DC 17; Disable Device DC 17

Trigger touch; Reset none

Effect

When the door is opened, a boot swings down. It also has a dagger in it. Boot (+8 melee vs. AC for 1d4+1 damage)

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

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