Electrified Hall
Level 9HazardHazardMediumLegacy
AC
0
HP
0
Speed
0 ft.
Perception
+0
Fort
+0
Ref
+0
Will
+0
Stealth DC
23
Recall Knowledge DC 26 (arcana)
Abilities
Synaptic Jolt↺
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 dama
Disable DC 30 thievery (master) to scratch out the runes, or Dispel Magic (5th rank; counteract DC 28) to counteract the runes
Runes hidden in the door's carvings blast lightning down the hall.