Level 9 Warder
A great gong sounds off in the distance as a cascade of acidic, sticky liquid flows down from above.Trap: Tripwires hidden in the contours of the stone floor dump a vat of acidic and highly sticky goo upon those in the target area. Only a character standing in a darkly shaded square risks triggering the trap, but anyone in a dark or light shaded square can be attacked by it. In addition to releasing the adhesive, the trap sounds a great gong when triggered.Perception DC 19: The character notices a tripwire, which allows him or her to bypass one of the trapped squares.Dungeoneering DC 14: The character recognizes that some of the contours of the earth have been deliberately chipped and expanded. The party gains a +2 bonus to Perception checks to spot the tripwires.TriggerWhen a creature enters or begins its turn in a trapped square, the trap attacks.AttackOpportunity Action Burst
Target: All creatures in shaded squares.Attack: +12 vs. ReflexHit: 1d10 + 5 acid damage and restrained until save.Aftereffect of hit Slowed until save.Countermeasures Athletics DC 5 or Athletics (without a running start) DC 10: An adjacent character who spots a tripwire can jump over the trapped square with a successful check.
Thievery DC 19: An adjacent character can delay the trigger, of that square only, with a successful check.
Thievery DC 21: An adjacent character can disable the trigger, of that square only, with a successful check.
Published in Dungeon Magazine 156, page(s) 100.