CR10

Top of the Hill (CR 10)


 

A lonely tower sits atop a hill.

Type: magical; Perception DC 34; Disable Device DC 34

Trigger touch; Reset none

Effect

The ground begins to shake when the door is opened. Top of the Hill (Just behind the party, the ground swells to a 10 foot high crest and moves towards the keep. Everyone in the party takes 6d6 bludgeoning damage. Also, anyone within 30′ of the tower takes 10d6 damage as the tower collapses, a DC 28 Reflex save halves the damage. The wave continues on for 18 minutes, travelling at 30′ per round, leaving havoc in its wake. Of course, the PC’s will probably be to blame if they come across survivors…); multiple targets (all targets in party)

World Wave

 

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Wind Gate (CR 10)


 

A gate is located in the middle of the long bridge.

Type: magical; Perception DC 34; Disable Device DC 34

Trigger touch; Reset none

Effect

The bridge is 300 feet long. A stout iron gate is in the middle. It is not locked, but merely latched. If opened, the gate levitates in a vortex of strong winds. Wind Gate (The gate moves 60 feet per round towards the nearest targets. When it reaches the target, the target must make a DC 28 Fortitude Save or take 5d8 bludgeoning damage and be knocked prone. Large or smaller creatures are also knocked back 10 feet, causing them to make a DC 28 Reflex Save or fall of the bridge, taking 10d6 damage. On a successful save, the target takes half damage and is not knocked prone. The gate flies for 18 minutes.); multiple targets (all targets on bridge)

Winds of Vengeance

 

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Wizard’s Screen Door (CR 10)


 

A screen door seems to be installed on the tower. It shimmers.

Type: magical; Perception DC 34; Disable Device DC 34

Trigger touch; Reset 1 day

Effect

The screen door opens easily, but when it does, a shimmering curtain of light blocks the doorway. Wizard’s Screen Door (Any magical item or effect that passes through the curtain is suppressed for 18 rounds. The curtain itself remains for 3 hours. The curtain also blocks line of effect for magical attacks and effects); multiple targets (all targets that pass through curtain)

Wall of Suppression

 

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Squirt Gun (CR 10)


 

A ladder leads up to the surface from the sewers

Type: magical; Perception DC 34; Disable Device DC 34

Trigger location; Reset none

Effect

The ladder leads up a 40′ tube. When a creature is withing 5′ of the top, a huge wave forms at the bottom, and shoots up the ladder. Squirt Gun (8d6 bludgeoning damage, DC 27 Fortitude Save for half damage, In addition, the wave attacks with a +30 CMB attack. A successful attack knocks the target prone and carries them with the wave. Each round, carried creatures can make a Swim check or CMD check against the CMB check. If it fails, they travel 30 feet straight up, and take 6d6 damage. Otherwise, they escape. At the end of 5 rounds (150 ft) the wave disperses. The targets take appropriate falling damage. Escaped targets take appropriate falling damage from point of escape); multiple targets (all targets in tube, or within 10′ of opening at bottom of tube)

Tsunami

 

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Fuel for the Fire (CR 10)


 

A furnace, starved for oxygen, slowly burns.

Type: magical; Perception DC 34; Disable Device DC 34

Trigger proximity; Reset none

Effect

The furnace glows brighter as the party enters. Fuel for the Fire (Target must make a DC 28 Fortitude Save. On a save the target is staggered for one round. On a failure, the target begins to suffocate as the air is drawn from their lungs. Suffocating targets much make a save each round for 17 more rounds. On a successful save, nothing happens. On a failed save, the target goes from suffocating to 0 HP and is unconscious. The next failed save causes the target to go to -1 HP and begin dying. The next failed save cause the target to die. Also, the furnace initially does 1d6 fire damage per round, which is increased by 1d6 for each failed saving throw); multiple targets (all targets within 30′)

Suffocation

 

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Fire and Ice (CR 10)


 

A chest is half buried in ice on top of this glacier.

Type: magical; Perception DC 34; Disable Device DC 34

Trigger touch; Reset none

Effect

When the chest is opened, a huge gust of wind sweeps through the area, and sheets of ice peel off the side of the glacier. Fire and Ice (The target’s body is transformed into living flame, which causes the surface ice around the target to melt a little. While the target and equipment are immune to fire damage, and actually heal 1 pt per 3 pts of fire damage taken, they take 150% damage from cold. See spell below for other resistances and bonuses. However, for 18 minutes, each round everyone, including the target in a 60′ radius must make a DC 28 Reflex Save or fall prone and begin to slide down the ice towards the lake below. The fiery target dazzles all who see him, so those saves are at -1. While sliding, targets take 1d4 cold damage per round, and must make a DC 28 CMB attack to stop sliding. After 4 rounds of sliding, targets enter the water, where they take 2d6 cold damage each round. The original target also takes an additional 2d6 damage from water.)

Fiery Body

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Crystal Shield (CR 10)


 

Nestled between the sides of two small mountains is a crystal shield that gleams brightly, even though not directly touched by sunlight.

Type: magical; Perception DC 34; Disable Device DC 34

Trigger touch; Reset none

Effect

If the shield is touched (it’s worth quite a bit) the two small mountains crash together, shattering the shield into small, worthless shards, and of course, whoever touched it. Crystal Shield (+13 ranged touch attack for 20d6 of bludgeoning damage and target is knocked prone. A DC 28 Reflex Save is required, or the target will also be buried in rubble as if it were a cave-in. If the attack misses, the target takes 10d6 and is knocked prone, but a DC 28 Reflex save reduces the damage by half and the target is not knocked prone. Any target within 30′ also suffers from this “missed” attack)

Clashing Rocks

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Wishing Well (CR 10)


 

A small well is here, with a sign that says, “1 GP for one wish”.

Type: magical; Perception DC 34; Disable Device DC 34

Trigger touch; Reset none

Effect

If the target throws in a gold piece, it will grant a minor wish, like healing some HP, mending broken equipment, helping find someone or something, etc. However, later on, an an inopportune moment, when someone in the party expresses a wish, it will be granted exactly as worded.

Wish

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Mine! (CR 10)


 

A statue of a child is in the center of the room. In a palm, he holds a shiny ring.

Type: magical; Perception DC 34; Disable Device DC 34

Trigger touch; Reset none

Effect

If the ring is taken, the statue begins to wail. Mine! (After 1 round, if the ring is not put back, the wail becomes a terrible, soul-chilling scream. The wail does 180 total points of damage, starting with the closest creature and moving outwards for 40′. A DC 28 Fortitude Save negates the damage. Targets closest to statue take damage first, remaining damage is applied in order); multiple targets (all targets within 40′)

Wail of the Banshee

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Die and Let Live (CR 10)


 

A large sarcophagus dominates the chamber. The lid depicts as plate mail clad human brandishing a holy symbol to a long forgotten god.

Type: magical; Perception DC 34; Disable Device DC 34

Trigger touch; Reset none

Effect

Inside the sarcophagus is the dusty remains of a long dead war cleric. The gleaming armor, shield, mace and holy symbol are intact. If any of it is disturbed, the cleric (20th level cleric) comes to life and fights the party. He has full abilities, spells and hit points.

True Resurrection

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