Locking Alarm
Level 10HazardHazardUncommonMediumLegacy
AC
25
HP
70 (BT 35)
Speed
0 ft.
Perception
+0
Fort
+24
Ref
+16
Will
+0
Stealth DC
17
Immunities critical-hits, precision
Recall Knowledge DC 29 (arcana)
Abilities
Lock and Shriek↺
Trigger A creature attempts to open or affect the door
Effect The religious symbol of Yhidothrus glows green on the door, sealing it shut while simultaneously shrieking like a tormented soul. This howl is audible in areas D1-D4 and is loud enough in area D2 to rouse the bodaks.
While the door remains locked, a DC 32 athletics check can Force it Open, or a DC 32 thievery check can Pick the Lock. The lock can also be removed with Dispel Magic (5th rank, counteract DC 29).
Once triggered, the
Disable DC 32 thievery (expert) to bypass the magical triggers on the door, or Dispel Magic (5th rank, counteract DC 29) to counteract the alarm.
Any attempt to open the door without first tracing the symbol of Yhidothrus (an hourglass) on the door's face with a fingertip causes a glowing green ward to seal the door shut and raise an alarm.