Pathfinder

Cold Wine Carafe (CR 1)



A carafe of chilled wine sits on a table.

Type: magical; Perception DC 25; Disable Device 25

Trigger touch; Reset None

Effect

If the wine is picked up, it strikes the target with a cold ray of frost. Ray of Frost (+0 ranged touch attack for 1d3 cold damage)

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

Magic Missile Lock (CR 6)



An ornate lock is on this gilded chest.

Type: magical; Perception DC 30; Disable Device 30

Trigger touch; Reset None

Effect

If the trap is activated (by opening the chest) 5 magic missiles strike random targets, each doing 1d4+1 points of damage.

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

Rolling Boulder Corridor (CR 7)



A boulder begins to roll down the corridor, straight at you!

Type: mechanical; Perception DC 21; Disable Device 22

Trigger location; Reset None

Effect

A boulder, 10′ away, begins rolling at the party at a rate of 40′ per round. Just ahead, is a doorway to a stone tower. Boulder (4d6 damage, DC 24 Reflex save for half damage); multiple targets (all targets in hallway that the boulder occupies same space, which is 5×5). However, once the boulder strikes the doorway, it collapses the tower. Tower Collapse (10d6 damage and knocked prone, DC 24 Reflex save for half damage and avoids prone); multiple targets (all targets in tower). Terrain becomes difficult terrain after collapse.

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

Telescope (CR 2)



A large telescope points out the window.

Type: mechanical; Perception DC 22; Disable Device 17

Trigger visual; Reset repair

Effect

If anyone removes the cap and looks through the eyepiece, they look at a very bright celestial object, which blinds them. Telescope (DC 18 reflex save or become blinded for 1d4 days)

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

Impact Glue Door (CR 10)



The door at the end of the hallway looks sturdy.

Type: magical; Perception DC 34; Disable Device 34

Trigger touch; Reset None

Effect

If anyone strikes the door with force, the glue covered on it activates immediately, bonding as if affected by sovereign glue.

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

Trampoline Door (CR 5)



A sturdy door is at the end of the corridor.

Type: mechanical; Perception DC 22; Disable Device 21

Trigger location; Reset repair

Effect

If someone tries to bash the door down, it collapses and exposes a trampoline, while at the same time, a spiked wall slides down from behind. Trampoline door (DC 22 Reflex save or take 4d6 damage + 6 bleed damage)

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

Dazey Dukes (CR 1)



The painting ahead depicts a stunning woman wearing shorts.

Type: magical; Perception DC 25; Disable Device 25

Trigger proximity; Reset None

Effect

When a target gets within 10′ of the painting, they are dazed (as spell). Daze (DC 10 Will save or become dazed for 1 round)

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

Fatigue Door (CR 1)



A worn wooden door leads to the next room.

Type: magical; Perception DC 25; Disable Device 25

Trigger touch; Reset None

Effect

Once a target touches the door, he becomes fatigued. Fatigue Door (DC 10 Fortitude save or become fatigued for 1d4 rounds)

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

Bleed Tiles (CR 1)



The floor is made up of red tiles.

Type: magical; Perception DC 25; Disable Device 25

Trigger location; Reset None

Effect

PC’s that stabilize while in contact with the floor resume dying. Bleed Tiles (DC 10 Will save or resume dying when first stabilized)

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

Simmer Floor (CR 3)



The floor of this room is shiny.

Type: mechanical; Perception DC 19; Disable Device 22

Trigger location; Reset None

Effect

The floor is covered in oil which turns up to a simmer in 2 rounds. Simmer Floor (DC 18 Acrobatics check of fall on floor, where target takes 1d6 fire damage per round. It requires another DC 18 Acrobatics check to stand up, and each move action requires a DC 18 Acrobatics check, or target falls prone. Otherwise, prone characters can crawl 5 feet per round); multiple targets (all targets in room)

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

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