26 hazards, from Call of the Void to Crystal Pin.
Call of the Void · Cannibalistic Echoes · Canopy Drop · Catacomb Cave-in · Caustic Dart Trap · Caustic Vapor · Cave-In · Centipede Carcasses Trap · Central Spears · Clockwork Arms · Clockwork Poison Bomb · Clone Mirrors · Cold Spot · Collapsing Porch · Collapsing Structure · Collapsing Structure · Color Spray Trap · Confounding Betrayal · Confounding Portal · Constricting Hall · Convergence Lattice · Cordon Alarm · Corpse Disposal · Cracked Earth · Crushing Gate Trap · Crystal Pin
HAZARD 12
Stealth DC 25 (expert) to notice a slight tugging feeling
Description A supernatural compulsion to leap into the unknown exerts itself on anyone who approaches the ledge.
Disable DC 34 Occultism or DC 36 Arcana to expel the magical compulsion from the current island and from any of the red ropes directly attached to it, darkening the rope in color. The Echo also automatically disables the hazard from any island he's standing on, and any of the red ropes directly attached to it, when he Reconstitutes from Thought on that island.
Leap into the Unknown (enchantment, mental) Trigger A creature enters a square adjacent to the ledge of an island or steps onto one of the red ropes; Effect The call of the void tugs at the mind of intruders, compelling them to leap off the ledge. The creature must succeed at a DC 34 Will save or
DC 32 Acrobatics check to Balance or else drop off the ledge. If the creature falls off, it drops 100 feet, loops through the closed space of the mindscape, and lands in the square it fell from, taking falling damage as normal (usually 50 bludgeoning damage). The call of the void then rolls initiative.
Routine (1 action) The call targets all creatures adjacent to a ledge or on one of the red ropes and tugs at their minds. A creature who has already fallen this round is immune.
Reset The call of the void persists as long as the Echo exists, though it doesn't activate until the Echo has rolled initiative.The hazard resets each day.
Dark Archive, page 214.
HAZARD 16
Stealth DC 42 (master) to sense something unusual lurking in the area's echoes
Description A pack of cannibalistic spirits swarm through the area, devouring living creatures
Disable DC 40 Intimidation (master) to drive the spirits off with a ferocious display or DC 42 Occultism (expert) to exorcise the spirits
Feast Trigger A living creature approaches within 10 feet; Effect The spirits bite and chew, dealing 6d12+35 piercing damage to each creature within 30 feet. Affected creatures must each attempt a DC 41 Reflex save. Critical Success The creature is unaffected.Success The creature takes half damage.Failure The creature takes full damage, 2d8 persistent bleed damage, and is drained 1.Critical Failure The creature takes double damage, 4d8 persistent bleed damage, and is drained 2.
Reset 1 day
Book of the Dead, page 67.
HAZARD 4
Stealth DC 25 (expert)
Description A trapdoor, connected to floor sensors, opens in the section of floor marked on the map, while the surrounding floor suddenly tilts to a 45-degree angle and the fountains in the wall begin spraying at high pressure, making the tile slippery and pushing creatures toward the open chute.
Disable DC 23 Thievery (expert) to jam the mechanisms and keep the trapdoor from opening, or to locate the bypass switch hidden under a stair riser just outside the room.
AC 20; Fort +13, Ref +8
Trapdoor Hardness 10, Trapdoor HP 40 (BT 20)
Flush Trigger Two or more creatures stand on the trapped spaces; Effect One round after the trap is triggered, all creatures in the room fall 40 feet down the shaft to area E36, taking 20 bludgeoning damage from the fall plus 2d6 piercing damage as they land in the spiked pit. The creatures can Grab an Edge to snag the hammock or one of the hanging storage containers to avoid falling. The DC to Climb the walls or Grab an Edge is 20.
AoE1, page 52.
HAZARD 4
Stealth DC 23 (trained)
Description The ceiling is unstable, and any Medium or larger creature that approaches within 5 feet of the collapsed tunnel triggers a cave-in.
Disable Thievery DC 21 (trained) to prop up the ceiling in key locations prior to the cave-in.
AC 21; Fort +12, Ref +8
Hardness 11, HP 44 (BT 22); Immunities critical hits, object immunities, precision damage; Weaknesses sonic 10
Falling Stones Trigger A Medium or larger creature approaches within 5 feet of the collapsed tunnel; Effect Massive stones in the ceiling fall, dealing 4d6 bludgeoning damage to the triggering creature and all creatures within 10 feet (DC 18 basic Reflex save). Creatures that fail the saving throw are also buried and begin to suffocate. A buried creature can attempt a DC 20 Athletics check every round, breaking free on a success. Other characters who are not buried can Aid on this check.
Extinction Curse #1: The Show Must Go On, page 37.
HAZARD 11
Stealth +20 (expert) or DC 30 (expert) to notice the three launching mechanisms built into the wall.
Description Three launching mechanisms built into the mudbrick walls expel darts containing acidic chemicals.All three launching mechanisms must be disabled or destroyed to deactivate the trap.
Disable DC 32 Thievery (master) to sufficiently jam the tubes to make the trap unable to attack creatures in a single 5-foot square in the room, or DC 34 Crafting (master) to alter one of the three launching mechanisms.
AC 31; Fort +24, Ref +15
Hardness 20, HP 80 (BT 40) per launching mechanism; Immunities critical hits, object immunities, precision damage
Routine The trap uses each action for a caustic dart Strike. The trap loses 1 action for each launching mechanism that is broken or destroyed.
Ranged caustic dart +28, Damage 2d4+5 piercing and 4d4+8 acid; no multiple attack penalty
Reset The trap deactivates and resets 1 minute after no creatures are in area C7.
Extinction Curse #3: Life’s Long Shadows, page 29.
HAZARD 17
Stealth DC 40 (master)
Description The door slams shut, and poison gas fills the room.
Disable Occultism DC 36 (master) or Religion DC 36 (master) to exorcise the spirits
Breath Snatcher (conjuration, occult) Trigger A living creature other than an ooze spends at least 3 rounds in the room; Effect The trap activates and fills the area with caustic nightmare vapor, exposing all creatures within.
Caustic Nightmare Vapor (acid, poison) Oozes are immune to this poison Saving Throw DC 38 Fortitude; Onset 1 round; Maximum Duration 6 rounds; Stage 1 4d6 acid damage and confused (1 round); Stage 2 6d6 acid damage, confused, and flat-footed (1 round); Stage 3 8d6 acid damage, confused, flat-footed, and stupefied 2 (1 round)
Reset The trap resets after 1 day.
HAZARD 4
Stealth DC 22 (trained)
Description The tunnel collapses, filling the passage with stone.
Disable DC 25 Survival (trained) to prop up the tunnel ceiling without triggering a collapse
AC 21; Fort +14, Ref +14
Hardness 13, HP 46 (BT 23); Immunities critical hits, object immunities, precision damage
Collapse Trigger A creature moves into the unstable tunnel; Effect The tunnel collapses in a cave-in that deals 4d8+10 bludgeoning damage to the triggering creature and all creatures in area A2 (DC 21 basic Reflex save). On a failed save, the triggering creature is immobilized (Escape DC 21). This collapse fully blocks the tunnel (area A2), making it impassable.
HAZARD 5
Stealth +11 (trained)
Description Three giant centipede carcasses have wire springs that pull out and fling their sharpened legs around the room.
Disable DC 23 Nature (trained) to bend the centipede carapace so the wire can't pull out any more legs, or DC 21 Thievery (expert) to cut the springy wires. After all three carcasses are disabled (regardless of the check used), the trap is deactivated. The trap automatically deactivates after 10 rounds.
AC 22; Fort +15, Ref +9
Carcass Hardness 12, Carcass HP 20 (BT 10)
Volley of Legs Trigger A carcass is touched or jostled; Effect Each creature within 30 feet of any centipede carcass takes 4d4 piercing damage (DC 22 basic Reflex save), and the area becomes difficult terrain due to the many sharpened legs on the ground. Each creature that Strides more than 10 feet through the area must succeed at a DC 20 Acrobatics check or take 1d4 piercing damage. The trap then rolls initiative.
Routine (1 action) Each creature within 30 feet of a centipede carcass that hasn't been disabled takes 6d4 piercing damage (DC 22 basic Reflex save).
Strength of Thousands #1: Kindled Magic, page 50.
HAZARD 1
Stealth DC 20 Perception check
Disable A hero must succeed at a DC 18 Thievery check on the triggering floor tiles or the wall sockets in the western wall.
Ranged spear +10, Damage 1d8+4 piercing
Reset The central spears reset after 1 minute.
Beginner Box, page 14.
HAZARD 15
Stealth +30 (expert)
Description Four claw-tipped clockwork arms suspended from the ceiling pick up and deposit creatures into a nearby hatch.
Disable DC 43 Thievery (master) to jam and deactivate one of the arms or DC 46 Athletics (legendary) to tear an arm off the machine.
AC 37; Fort +23, Ref +26
Arm Hardness 15, Arm HP 50 (BT 25) to destroy one arm; Immunities critical hits, object immunities, precision damage
Arm Activation Trigger The Feloum or the; Effect Sitradrex enters the room; The trap rolls initiative.
Routine (4 actions) The trap loses 1 action per arm destroyed or disabled. On its turn, the trap makes claw Strikes against creatures other than the Feloum or the.
Melee claw +28 (reach 20 feet), Damage 3d10+15 slashing plus Grab; no multiple attack penalty
Reset Rewinding the gears for 1d4 minutes resets the trap.
AoE5, page 56.
HAZARD 11
Stealth undefined The bomb uses Raelaetheind's initiative roll as its Stealth roll.
Description A clockwork bomb releases gouts of poisonous smoke. The smoke issues forth from a single nozzle attached to two tanks of pressurized poison.
Disable three DC 31 Thievery (expert) checks to a Device to disable the latches that lock the nozzle in place, then one DC 35 Thievery (master) check to a Device to turn off the nozzle; DCs decrease by 2 if Raelaetheind is immobilized, paralyzed, unconscious, or dead.
AC 32; Fort +24, Ref +26
Nozzle Hardness 5, Nozzle HP 20 (BT 10) to ruin the nozzle (making it impossible to disable, in which case the only way to disarm the bomb is to destroy both its tanks); Tank Hardness 15, Tank HP 80 (BT 40) to destroy one of the tanks (both tanks must be destroyed to disarm the bomb); Immunities critical hits, object immunities, precision damage
Poisonous Cloud (alchemical, poison) Trigger The bomb is Activated, which requires 3 actions; Effect The bomb releases a smoky cloud of dikhounae blight in a 20-foot radius. Creatures within the smoke are concealed from other creatures. Any creature that starts its turn in the smoke must roll a saving throw to avoid being afflicted by dikhounae blight poison (see page 78). The cloud remains for 1 minute or until dispersed by strong winds.
Routine (1 action) On its turn, the bomb spews forth a smoky gout of airborne dikhounae blight poison. The cloud fills a 20-foot radius, or a 10-foot radius if only one tank remains intact. If the bomb is already in the center of a dikhounae blight cloud, the radius of that cloud increases by 20 feet (or 10 feet, if only one tank remains intact) instead.
Reset The trap issues smoke for 3 minutes before its tanks run dry. The tanks must be replaced before the bomb can be reactivated.
AoE3, page 58.
HAZARD 6
Stealth DC 21
Description Two opposing mirrors spawn illusory duplicates of creatures in the hall in an unending tide.
Disable DC 28 Thievery (expert) to reposition each mirror, or dispel magic (3rd level; counteract DC 25) to counteract each mirror
AC 21; Fort +11, Ref +17
Hardness 13 per mirror; HP 54 (BT 27); Reflection HP 30; Immunities object immunities
Spawn Reflection (illusion) Trigger A creature is reflected in the mirror; Effect The mirror creates a reflection of the triggering creature, which Steps out of the mirror and into the hall. The trap then rolls initiative.
Reflection AC 24
Reflection Routine (2 actions) Each reflection has 2 actions which it uses to Step, Stride, or Strike (in any combination). Reflections can act on the same turn they're created.
Reflection Speed 50 feet
Melee reflected weapon +17 (versatile p, versatile s), Damage 2d6+8 bludgeoning
Routine (2 actions) This trap loses 1 action for each mirror disabled. Each mirror uses 1 action to Spawn a Reflection of a creature reflected in the mirror. The hazard can have a maximum of four reflections spawned at once.
Reset 1 day
Dark Archive, page 124.
HAZARD 1
Stealth DC 17 (trained)
Description The temperature suddenly drops as spectral forces gather in the area.
Disable DC 19 Religion (trained) to banish the cold spot with ritual prayers or DC 20 Occultism (trained) to foil the arrival of outside forces
Sudden Chill (cold, evocation, occult) Trigger A living creature enters the area; Effect The temperature drops as invisible spirits gather around the living. Living creatures within 15 feet take 2d4+5 cold damage (DC 17 basic Fortitude save). Creatures that critically fail their save are additionally clumsy 1.
Reset 1 hour
Book of the Dead, page 64.
HAZARD 1
Stealth DC 19 Perception check (or 0 after the hazard is triggered)
Description A section of splintery and rotten floorboards drop a creature 6 feet onto uneven rocks and piercing shards of wood.
Disable DC 15 Crafting (trained) to replace or cover the weak sections of flooring, or DC 15 Survival (trained) to crumble the rotten floorboards from a safe distance
AC 10; Fort +1, Ref +1
Floorboard Hardness 3, Floorboard HP 12 (BT 6); Immunities critical hits, sneak attack
Collapse If a creature walks on the area marked on the map, it falls through the weakened floorboards onto uneven rocks and sharp shards of wood, taking 1d4 piercing damage and 1d6 bludgeoning damage. The creature can use the Grab an Edge reaction to avoid the fall and the damage.
Reset Once this section of the porch has collapsed, creatures can still fall through the hole until the porch is Repaired.
TiO, page 14.
HAZARD 15
Stealth +20 (master) to notice cracks forming in the walls of the structure as Faloufalud approaches.
Description Faloufalud brushes against a structure, severely compromising the building's stability and possibly causing it to collapse.
Disable DC 43 Athletics (master), Crafting (master), or Engineering Lore (master) to brace the structure to reduce the risk of collapse until the end of the creature's next turn. The DC of the flat check for this round (see Routine) is increased by 4 on a success, or by 8 on a critical success. Increasing the flat check DC to 21 or higher stabilizes the structure, ending this hazard.
Shake Apart Trigger Faloufalud applies any amount of force to the structure; Effect The building trembles. The floors of the building and the streets within 30 feet of the building become difficult terrain; creatures on this difficult terrain take a –2 circumstance penalty to attack rolls, AC, and skill checks. The hazard rolls initiative.
Routine (1 action) The GM rolls a DC 9 flat check to determine if the building collapses, increasing the DC as listed above. On a successful check, dust and debris fall within the building and 30 feet around it, providing concealment and dealing 6d6 bludgeoning damage to 1d4 randomly chosen targets (DC 35 basic Reflex save; on a critically failed save, the creature is knocked prone). On a critical success, the effect is the same, but the debris deals 12d6 bludgeoning damage to 2d4 randomly chosen targets instead (DC 35 basic Reflex save; on a critically failed Reflex save, the creature is restrained by rubble until freed [Force Open DC 38, Escape DC 35]).
Reset The building becomes susceptible to Shake Apart again 1d6 rounds after it is stabilized.
HAZARD 15
Stealth +20 (master) to notice cracks forming in the walls of the structure as Geifeidrous approaches
Description Geifeidrous brushes against a structure, possibly causing it to collapse.
Disable DC 43 Athletics (master), Crafting (master), or Engineering Lore (master) to brace the structure to reduce the risk of collapse until the end of the creature's next turn. The DC of the flat check for this round (see Routine) is increased by 4 on a success, or by 8 on a critical success. Increasing the flat check DC to 21 or higher stabilizes the structure, ending this hazard.
Shake Apart Trigger Geifeidrous applies any amount of force to the structure; Effect The building trembles. The floors of the building and the streets within 30 feet of the building become difficult terrain; creatures on this difficult terrain take a –2 circumstance penalty to attack rolls, AC, and skill checks. The hazard rolls initiative.
Routine (1 action) The GM rolls a DC 9 flat check to determine if the building partially collapses, increasing the DC as listed above. On a successful check, dust and debris fall within the building and 30 feet around it, providing concealment and dealing 6d6 bludgeoning damage to 1d4 randomly chosen targets (DC 35 basic Reflex save; on a critical failure, the creature is knocked prone). On a critical success, the effect is the same, but the debris deals 12d6 bludgeoning damageto 2d4 randomly chosen targets instead (DC 35 basic Reflex save; on a critical failure, the creature is restrained by rubble until freed [Force Open DC 38, Escape DC 35]).
Reset The building becomes susceptible to Shake Apart again 1d6 rounds after it's stabilized.
LOMM, page 40.
HAZARD 4
Stealth DC 22 (trained) to notice the glyph on the doorjamb
Description A loud pop sounds when this door is opened, followed immediately by a blast of colorful lights that washes over whoever opened the door.
Disable DC 25 Thievery (trained) to disable the glyph, or dispel magic (1st level; counteract DC 22) to counteract the glyph
AC 22; Fort +12, Ref +10
Door Hardness 8, Door HP 50 (BT 25); Immunities critical hits, object immunities, precision damage
Color Spray Trigger The door is opened; Effect The trap casts color spray on the triggering creature (DC 21).
OoA2, page 60.
HAZARD 8
Stealth +21 (expert)
Description Allies appear to shed their disguises and reveal themselves to be malevolent monsters.
Disable DC 28 Deception (expert) twice to confound the haunt with your own deceptions, or DC 28 Occultism (trained) twice to create a ward against the haunt's mental influence
Unmask (illusion, occult) Trigger Two or more creatures enter the haunt's area; Effect Each creature sees the forms of nearby creatures shift and change, appearing to transform into fiendish or aberrant beings with a thirst for blood. Each creature in the area must attempt a DC 30 Will save. Critical Success The creature sees through the illusions entirely and is temporarily immune to the haunt's routine for 1 minute.Success The creature is unaffected by the strange images.Failure The creature believes the illusions to be true; if they become confused by the haunt's routine, they can't attempt flat checks to end the confused condition when they take damage.Critical Failure As failure, but the creature is left with a lingering suspicion of others and can't benefit from Aid reactions for 24 hours.
Routine (1 action; illusion, incapacitation, occult) The haunt continues to confound victims' senses and inspire them to commit violence against each other. Each creature in the haunt's area must attempt a DC 26 Will save.
Critical Success The creature is unaffected and temporarily immune for 1 minute.Success The creature is unaffected.Failure The creature is confused for 1 round.Critical Failure The creature is confused for 1 minute.Reset The haunt deactivates 1 minute after all creatures leave the area but resets immediately thereafter.
Gamemastery Guide, page 80.
HAZARD 0
Stealth DC 16
Description Tiny runes carved around a doorframe or on a hall's walls surreptitiously confound creatures into circling the room or hallway they attempted to exit or pass through.
Disable DC 17 Thievery to scratch out the runes, or DC 16 Arcana to destroy the runes
Confounding Misdirection (arcane, illusion, mental) Trigger A creature passes through the rune-carved doorway or hallway; Effect The creature is confused by the illusions and directed back into the room they attempted to exit through another doorway or back to the hallway's beginning. This feels no different to the triggering creature than walking through the doorway or hallway, and onlookers are similarly befuddled. A creature who succeeds at a DC 19 Will save resists this illusion and exits the room or proceeds down the hall without being misdirected.
Reset automatic
Dark Archive, page 122.
HAZARD 8
Stealth DC 31
Description A hall's four walls become fluid and elastic when a creature reaches the hall's midpoint.
Disable DC 28 Thievery (trained) to stabilize each wall, or dispel magic (4th level; counteract DC 26) to counteract each wall
Lose Form (occult, transmutation) Trigger A creature reaches the hall's midpoint; Effect The hall's walls lose their rigidity, becoming fluid and elastic. The hall becomes difficult terrain, and each creature in the hall is knocked prone unless they succeed at a DC 26 Reflex save. The trap then rolls initiative.
Melee wall +20, Damage 2d10+11 bludgeoning
Routine (4 actions) This trap loses 1 action each round for each wall that has been disabled. Each wall uses 1 action to slam back and forth rapidly, pummeling one creature in the hall with a wall Strike. On a hit, the target is additionally knocked prone. The walls distribute the attacks as evenly as possible among creatures in the hall, and the Strikes don't apply the trap's multiple attack penalty.
Reset 1 hour
Dark Archive, page 124.
HAZARD 20
Stealth +34 (master) to realize the lattice is a complex clockwork before it begins to move; noticing the lattice itself is DC 0.
Description A complex clockwork of bright metal and delicately carved gemstones, the lattice's interlocking gears begin to whir as golden runes glow across its surface.
Disable DC 40 Thievery (master) or DC 35 Religion (master) four times to obliterate each of the four key runes. A DC 45 Thievery (legendary) check (or breaking the lattice) stops the clockwork's movement and prevents it from resetting, but doesn't stop its current activation.
AC 45; Fort +33, Ref +28
Hardness 30, HP 460 (BT 230); Immunities object immunities (except mental effects)
Begin Convergence Trigger A creature that is not controlled by the convergence lattice sees it; Effect The lattice's clockworks begin to move and it rolls for initiative.
Routine (3 actions) The convergence lattice uses its first action to call for aid. Each convergent creature within 100 feet of the lattice Strides toward the lattice as a reaction.
Creatures thus called continue to move toward the lattice on their turn each round until they are adjacent to it, at which point they defend it with their lives. The lattice uses its second action to deal 16d6 mental damage (DC 42 basic Will save) to a non-convergent creature within 100 feet. This damage is nonlethal; a creature knocked out by this damage doesn't gain the dying condition and is automatically controlled by the convergence lattice when they awaken. The lattice uses its third action to make the same attack against a second non-convergent creature within 100 feet; if there isn't such a second creature, it doesn't take its third action.
Reset The convergence lattice deactivates and resets after there are no uncontrolled targets within line of sight for 1 minute.
HAZARD 2
Stealth DC 18 (trained)
Description A hempen rope tied between trees emanates an invisible, cylindrical barrier that sounds an alarm when crossed.
Disable DC 18 Thievery (trained) to move the rope without setting off the alarm, or dispel magic (1st level; counteract DC 16) to disable the rope's magic
Alarm (abjuration, primal) Trigger An object or creature of at least 1 Bulk crosses an invisible vertical barrier extending 30 feet above and below the rope; Effect The rope squawks like an angry squirrel from the point where the barrier was breached. This alarm is as loud as a human scream and lasts for 1 minute. If an item or creature is still breaching the barrier at the end of this duration, the alarm immediately triggers again.
Reset The alarm resets immediately. Multiple breaches can cause the alarm to sound in multiple places at the same time, though the alarm can still be triggered only once per round.
HAZARD 2
Stealth DC 21 (or 0 if the trapdoor is disabled or broken)
Description A wooden trapdoor conceals a spike-filled pit 10 feet square and 20 feet deep. The DC to Climb out of the pit is 10.
Disable DC 18 Thievery (trained) to jam the trapdoor open
AC 18; Fort +7, Ref +7
Trapdoor Hardness 9, Trapdoor HP 30; Immunities critical hits, object immunities, precision damage
Dispose Trigger A creature steps onto the trapdoor (marked "T" on the map) Effect The triggering creature falls into the pit. The creature can use the Grab an Edge reaction to avoid falling. Failing that, the creature falls 20 feet (taking 10 bludgeoning damage from the fall) and takes 3d6 piercing damage from the metal spikes jutting up from the pit's floor. A creature who takes damage from the spikes is exposed to tetanus.
HAZARD 3
Stealth DC 22 (trained)
Description This 20-foot-by-20-foot patch of ground is cobwebbed with cracks and fissures that crumble when a creature steps on it.
Disable DC 16 Survival (untrained) to collapse safely; DC 20 Crafting (trained) to shore it up enough to pass over without collapsing it
Long Fall Trigger A creature steps onto the cracked earth; Effect The creature fractures the thin crust of earth and falls through. That creature can use the Grab an Edge reaction to avoid falling, as long as it is adjacent to an edge. Otherwise it takes falling damage (typically 25 bludgeoning damage for a 50-foot drop). Some of these rifts eventually lead to the Veimaikhik.
LOIL, page 231.
HAZARD 16
Stealth DC 42 (master) to spot the triggering rod beneath the black sand.
Description A hidden stone rod causes two immense stone doors to fall forward from their gate, crushing anything beneath them. The doors also fall forward if touched.
Disable Thievery DC 42 (expert) to secure the doors in place without triggering the trap.
AC 40; Fort +32, Ref +25
Hardness 26, HP 104 (BT 52); Immunities critical hits, object immunities, precision damage
Gate Collapse (attack) Trigger The stone rod is moved or either door is touched; Effect The two falling doors deal 6d12+35 bludgeoning damage (DC 37 basic Reflex save) to all creatures within 15 feet of the gate. On a failure, a creature is also pinned beneath the door and immobilized until the door is moved (DC 34 Athletics) or destroyed; each door has the same AC, Fortitude save, Hardness, and Hit Points as the trap itself. On a critical failure, the creature is trapped in such a way that it can't attempt to free itself. Moving or destroying one door doesn't help free anyone trapped by the other door.
HAZARD 20
Stealth DC 10
Description Geifeidrous fires a crystal at a creature to pin them onto the Material Plane.
Disable DC 48 Occultism (legendary) or Religion (legendary) to earn Geifeidrous's favor and allow safe travel or DC 51 Deception (master) to momentarily divert Geifeidrous's attention
Fire Pin Trigger A creature Geifeidrous can see begins to use a teleportation effect or an effect that would move any number of targets to a different plane; Effect Geifeidrous hurls a crystal at the triggering creature. The triggering creature and all creatures within 50 feet of the creature take 16d8 piercing damage (DC 45 basic Reflex save) and additional effects based on the result of their save. Critical Success The creature is unaffected.Success The effect is counteracted, and the creature can't use teleportation effects or planar travel effects for 1 minute.Failure As success, but for 1 day instead of 1 minute.Critical Failure As success, but for 1 week instead of 1 minute. Additionally, the creature becomes pinned under the crystal and must succeed at 3 total DC 45 checks to Escape from under the crystal.
Reset Geifeidrous waits 1d4 rounds to break off another crystal.
LOMM, page 40.