Fast-Spinning Juice Fountain

Level 3Hazard (Complex)
HazardUniqueMediumLegacy
AC
19
HP
42 (BT 21)
Speed
0 ft.
Perception
+0
Fort
+10
Ref
+6
Will
+0
Stealth DC
10
Immunities precision
Recall Knowledge DC 28 (arcana)

Abilities

Begin to Spin

Trigger Safa commands the fountain to start spinning at the beginning of Event 1: Safa's Arrival


Effect The fountain sprays juice in all directions, making every square adjacent to it difficult terrain. The trap rolls initiative.

Centrifugal Slam

Trigger A creature attempts to Grapple one of the fountain's tiers. Each tier of the fountain has one reaction per round


Effect The heavy, spinning marble has enough sheer force to crush the hands of those trying to stop it. The triggering creature must attempt a DC 18 fortitude save before it rolls its check to Grapple the fountain.


Critical Success The creature takes no damage and gains a +2 circumstance bonus to its next check to Grapple the fountain.

Success The creature take

Disable DC 20 athletics to Grapple a tier and halt its momentum, followed by DC 18 crafting or DC 18 thievery (while the tier is grabbed) to disable the pump mechanism through the gap that the previous checks left open. Grappling a tier requires 1 action. Each Crafting or Thievery check to disable a tier is a 2-action activity. The fountain has three tiers, and fully disabling the fountain requires each tier to be disabled. For each disabled tier, the DC's to Grapple or disable another tier decrease by 2. If the creature critically succeeds at a check to disable a tier, it's immediately disabled, regardless of the number of checks that would otherwise be required due to Challenge Point adjustments.

The enchanted fountain spews large quantities of grape juice as its marble tiers spin with increasing speed, flinging juice in all directions.