Electrified Hall
Level 9HazardHazardMediumLegacy
AC 0
HP 0
Speed 0 ft.
Fort +0
Ref +0
Will +0
Perc +0
Size Medium
Common
Stealth +23
Disable DC 30 thievery (master) to scratch out the runes, or Dispel Magic (5th rank; counteract DC 28) to counteract the runes
Recall Knowledge arcana DC 26
Abilities
Synaptic Jolt↺defensive
Trigger A creature damages the door, fails to Force Open the door, or fails a check to realign the stonework keys; --- Effect Electricity fills the hallway and affects all creatures inside it, who must attempt a DC 28 reflex save. --- Critical Success No effect. Success The trap deals (1d12+5) electricity damage. Failure The trap deals (2d12+10) electricity damage, and the creature becomes Clumsy 1 and Stupefied 1 for 1 hour. Critical Failure The trap deals (4d12+20) electricity damage, and the creature becomes Clumsy 2 and Stupefied 2 for 1 hour.
Description
Runes hidden in the door's carvings blast lightning down the hall.