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Hazards

Eldritch Echoes

Stealth DC +38 (master) to realize that the strange faint sounds could be dangerous.

commonComplexMagicalTrap
Lvl 20complexComplexMagicalTrap
EffectThose in the room begin “hearing” the sounds in the room telepathically and start to have difficulty telling the difference between these sounds and those of their allies; the trap then rolls initiative.

DC +38 (master) to realize that the strange faint sounds could be dangerous.

Disable

DC 42 Performance (master) to counter the eerie sounds by exceeding their influence with a virtuoso act, or DC 48 Intimidation (master) to startle the echoes into silence with a display of anger and rage.

Distort Senses [Reaction] (auditory, emotion, enchantment, mental, primal) Trigger At least two creatures who aren't native to Thousandbreaths end their turn in area K13.


Routine

(1 action; emotion, enchantment, mental, primal) The trap starts scrambling senses and forcing creatures to perceive threats to their very place in time and space where no such threats actually exist. Every creature in area K13 must attempt a DC 42 Will saving throw.