Showing0entries
Sorted A-Z
Hazards

Pendulum Pit

Level 20

commonComplexMagicalMechanicalTrap

Stealth +36 (Legendary) to realize the chamber is a complex rotating trap before it triggers. No check is necessary to notice the platforms and the pit.

Disable DC 48 Arcana (legendary), DC 44 Thievery (master), or dispel magic (9th level; counteract DC 44) on a platform to deactivate its pendulum blade; once all five platforms have been deactivated, the trap is disabled and the room rotates back into position along the exits. DC 48 Thievery (legendary) from any blocked exit to activate the rotating mechanism and rotate the room back into position before the trap has been disabled.

Locking Room [Reaction]

Level 20 · Complexity Complex

Stealth +36 (Legendary) to realize the chamber is a complex rotating trap before it triggers. No check is necessary to notice the platforms and the pit.

Disable

  • Arcana DC 48 (legendary)
  • Thievery DC 44 (master) — (master), or dispel magic (9th level; counteract
  • DC 44
  • Thievery DC 48 (legendary) — from any blocked exit to activate the rotating mechanism and rotate the room back into position before the trap has been disabled.

Trigger A creature disturbs any of the platforms, or anything falls into the pit

Effect The room rotates 45 degrees, closing of the room by shifting its exits to face bare walls. A pendulum of force swings across the platform with the armor on it, knocking the armor into the pit and making a pendulum blade Strike against a creature on that platform (if any).

Reset The trap resets after 1 hour. If the darkness throughout the room has been dispelled, the darkness in the room returns when the trap resets.