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Force And FlameHazard 20

Complex Magical Trap 
Source Among the Thorns pg. 163
Complexity Complex
Stealth +38 (master)
Description Four invisible runes on a large crate conjure jets of flame and whips of force when someone tries to open the container.
Disable DC 45 Thievery (master) to erase each rune, DC 48 Arcana (master) to channel energy from one rune into another, destroying both, or dispel magic (8th rank; counteract DC 45) to counteract each rune; a PC can choose to disable a fire rune or a force rune (or choose randomly)
Blinding Alarm [reaction] (visual) Trigger A creature tries to open the crate without removing the runes; Effect The four runes become active with a flash of red light. Each creature in a 30-foot emanation must attempt a DC 42 Reflex save. The trap then rolls initiative.

Critical Success The target is unaffected.
Success The target is slightly dazed by the flash, taking a –2 circumstance penalty to their initiative.
Failure The target is blinded for 1 round and takes a –2 circumstance penalty to their initiative.
Critical Failure The target is blinded for 1 minute and takes a –4 circumstance penalty to their initiative.
Routine (4 actions) The trap has 1 fewer action for each rune that’s been disabled or destroyed; whether that rune was a fire rune or a force rune affects the actions the trap can take. On the trap’s initiative, the two fire runes each blast 30-foot cones of flame as an action in opposite directions that deal 12d6 fire damage (DC 44 basic Reflex save). Then the two force runes each make a force whip Strike as an action against different targets.
Melee [one-action] force whip +38, Damage 4d10+22 force; no multiple attack penalty
Reset The runes deactivate after 1 minute, but if at least one rune remains, the trap reactivates 1 round after that.

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