Level 13 Obstacle
The glowing sigils flare brightly, and bars of arcane power fill the causeway.Trap: When a character enters the causeway, the arcane cage snaps into existence.TriggerWhen a creature steps between the dotted lines, the area fills with an arcane cage.EffectWhile in the arcane cage, ranged attacks cannot pass out of the cage.Endurance CheckA creature that starts its turn in the arcane cage must make a DC 18 Endurance check or take 1d10 + 6 damage.Move ActionA creature within the arcane cage is slowed. In addition, to take a move action, a creature must make a DC 11 Strength check to push through the morass of power that fills the cage. If the check fails, no movement occurs for that action.Countermeasures Arcana DC 23 or Thievery DC 25: A character outside the trap can disable the sigils until the start of Acererak’s next turn with a successful check.
Arcana DC 25: A character inside the trap can disable the sigils with a succesful check. This causes the cage to drop until the start of Acererak’s next turn.
Published in Revenge of the Giants, page(s) 77.