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Hazards

Unwelcome Guests

Level 8

uncommonMechanicalTrap

A curse lies over this threshold, set to fall upon anyone who forces their way in where they are not wanted.

Stealth DC 28 (expert)

Disable DC 28 Occultism (expert) to drain the magic from the curse, DC 31 Thievery (master) to unweave the curse's bindings, or dispel magic (4th rank, counteract DC 28) to counteract the curse

Curse Trespassers [Reaction] (curse, necromancy, occult)

Reset The trap resets when the hatch is shut.

Level 8 · Complexity Simple

Stealth DC 28 (expert)

Disable

  • Occultism DC 28 (expert) — to drain the magic from the curse
  • Thievery DC 31 (master) — to unweave the curse's bindings, or dispel magic (4th rank, counteract
  • DC 28

AC 27

Trigger A creature touches the hatch

Effect The triggering creature takes 3d10+22 force damage and is knocked back 10 feet. A creature that succeeds at a DC 30 Will save takes half damage and isn't moved. On a failure, the creature is additionally cursed. A cursed creature takes a –2 penalty to Will saves, and whenever the cursed creature becomes affected by a spell, the creature takes 1d10 force damage. The curse remains until removed by _cleanse affliction_ or similar magic.

Reset The trap resets when the hatch is shut.