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Hazards

Thieves' Lament

Level 7

uncommonMagicalTrap

A rune hidden inside a lock that punishes the would-be thief, answering a fumbled pick with a gout of searing flame.

In play

Disable DC 30 Thievery (expert) to scratch out the rune, or dispel magic (4th rank; counteract DC 24) to counteract the runes

Flash Flame [Reaction]

Critical Success The creature is unaffected.

Success The creature takes 2d10+9 fire damage.

Failure The creature takes 4d10+18 fire damage and their fingers are burned, imposing a –1 circumstance penalty to Thievery checks for 1 hour.

Critical Failure As failure, and the creature's thieves' toolkit is broken.

Level 7 · Complexity Simple

Stealth DC 27 (trained) — (trained) to spot the rune inside the lock

Disable

  • Thievery DC 30 (expert) — to scratch out the rune, or dispel magic (4th rank; counteract
  • DC 24

AC 22

HP 58 · Hardness 14

Immunities critical hits, object immunities, precision damage

Trigger A creature attempts to Pick the Lock or fails to Disable the Device

Effect The rune triggers, releasing a burst of flame from the lock. The triggering creature must attempt a DC 25 Reflex saving throw.

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