Fascinating Lecture (1-2)
Level 3Hazard (Complex)HazardMediumLegacy
AC
0
HP
0
Speed
0 ft.
Perception
+0
Fort
+0
Ref
+0
Will
+0
Stealth DC
10
Recall Knowledge DC 18 (occultism)
Abilities
Take Your Seats◆
Trigger A creature attempts to touch the research papers on the podium.
Effect The papers are protected by a powerful ward of enchantment magic that lasts until the hazard is completely disabled; no creature can muster the will to touch them. All creatures within the room must attempt a DC 20 will save. The trap then rolls initiative.
Critical Success The creature is unaffected.
Success The creature must spend an action approaching one of the empty desks in the classroom.
Failure Th
Disable DC 17 intimidation to disrupt the lecture, DC 20 thievery (trained) to scratch out of one of the glyphs on the podium, or Dispel Magic (2nd rank; counteract DC 18) to counteract one of the runes; three total successes are required to disable the trap.
The semitransparent image of a small Garundi woman at the podium suddenly begins lecturing on the nature of enchantment magic.