The Gullet

Level 17Hazard
HazardUniqueLargeRemaster
AC 0
HP 0
Speed 0 ft.
Fort +0
Ref +0
Will +0
Perc +0
Size Large
Unique
Stealth +33
Disable DC 43 thievery (expert) to jam the hallway so it can't tilt; a character who succeeds at a DC 46 acrobatics or DC 46 athletics check can balance or sprint the length of the hallway before it has a chance to tilt. Flying creatures and Tiny creatures don't trigger the trap. Creative solutions (such as loading the hallway's western half with an appropriate counterweight) might also disable the trap.
Recall Knowledge arcana DC 46

Abilities

See-sawoffensive

Trigger The number of PCs in the eastern half of the hallway equals or exceeds the number in the western half --- Effect The eastern side of the hallway floor tilts at a 45-degree angle, its end descending. Any creature standing in this section of the hall must attempt a DC 43 reflex save to Grab an Edge. On a failure, the creature falls Prone, tumbles eastward down the length of the ramp, and falls 30 feet into a chamber beneath the hall (area B4b ), taking (3d12+15) bludgeoning damage (DC 43 reflex save). A PC within 10 feet of the hallway's eastern end when it tilts can instead attempt a DC 40 reflex save to scramble into area B5 . A PC who fails this check instead tumbles and rolls all the way down the steeply sloped ramp before plummeting into area B4b .

Description

Images of excessive feasts decorate the walls of the hallway.