Pathfinder

Blind or Deaf Door (CR 3)



A door is ahead with a large keyhole.

Type: magical; Perception DC 27; Disable Device 27

Trigger location; Reset None

Effect

Depending on how a target examines the door, they become blind or deaf. Door (DC 18 Fortitude save or target is permanently blinded or deafened, depending on if target looked through or listened through keyhole)

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

Spiky Mirror Corridor (CR 2)



A grimy mirror is at the end of this treacherous corridor.

Type: magical; Perception DC 26; Disable Device 26

Trigger visual; Reset Auto

Effect

The corridor is filled with spikes, and requires a DC 14 Acrobatics check for each movement action; those that fail take 1d3 points of damage. Once a PC is within 10′ of the mirror, a flaming image of an armor clad warrior appears. Mirror Image (DC 11 Will Save or target is shaken for 1d4 rounds and also flees for 1d4 rounds back through corridor, suffering the -2 penalty on the Acrobatics checks)

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

Festering Fire Pits (CR 7)



The ground cracks open and lava pours forth.

Type: magical; Perception DC 31; Disable Device 31

Trigger location; Reset None

Effect

Lava pours out of the ground. Lava (1d6 fire damage per round) and healing is suddenly difficult. Healing (DC 24 Fortitude save or target gains SR 23 against healing effects for 11 rounds, 1 round if save is successful); multiple targets (all targets within 30′ of each other)

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

Shielded (CR 6)



A sturdy door is in front of you.

Type: magical; Perception DC 30; Disable Device 30

Trigger touch; Reset None

Effect

The first target through the door becomes magically connected to the room inside. While in that room, he shares damage taken by anyone in the room, reducing their damage by half and taking it himself. Shielded (DC 22 Will save or target takes half of all damage dealt while in room for 9 rounds)

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

Shackled! (CR 5)



This small chamber has sturdy walls. Several valuable pieces of arcane equipment are neatly arranged on a lab bench.

Type: magical; Perception DC 29; Disable Device 29

Trigger touch; Reset None

Effect

If anyone touches any of the equipment on the lab bench, shackles of force attach to the target’s limbs, anchoring them to the back wall. Shackles (DC 21 Reflex save or become entangled, and unable to move more than 30′ from the back wall for 7 minutes)

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

Litany (CR 4)



This seems to be an interrogation chamber, with writings on the walls.

Type: magical; Perception DC 28; Disable Device 28

Trigger visual; Reset None

Effect

If anyone reads the writings, they become entangled by chains of energy from the floor. Entangled (DC 19 Will save or become entangled for one round)

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

Qualming Influence (CR 3)



A book lies open on the table, it seems to be full of proverbs.

Type: magical; Perception DC 27; Disable Device 27

Trigger visual; Reset None

Effect

If anyone reads the book, they become affected by the qualm spell with a DC 18 Will save.

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

Attack Me Statue (CR 2)



A statue stands in the middle of the room.

Type: magical; Perception DC 26; Disable Device 26

Trigger proximity; Reset None

Effect

The PC’s are ambushed near the statue. Once this happens, one of the PC’s is compelled to attack the statue (30 hp, hardness 5) instead. Compel (DC 11 Will save or target attacks statue until destroyed)

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

Kick Me Door (CR 1)



The door is stuck fast.

Type: magical; Perception DC 25; Disable Device 25

Trigger touch; Reset None

Effect

If anyone breaks down the door, they get branded on the forehead with the words, “Kick Me”. Brand (DC 10 Fortitude Save, or become branded as per the spell brand)

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

Guards (CR 10)



The chapel is protected by a stone wall and gate.

Type: magical; Perception DC 34; Disable Device 34

Trigger location; Reset None

Effect

If anyone breaches the gate, 1d4+2 wood golems appear and attack.

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

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