Far Realm Gate
Trap
Level 26 Elite Blaster
XP 45000

The gates flicker open to show horrifying, impossible vistas.

Trap: Every round, two of the gates (use 1d8 twice to determine which ones) reveal a passageway to the Far Realm. Nothing comes through the gate, but those who look at the horrors of the Far Realm put their sanity at risk.Perception     DC 29: The character sees a flicker indicating which two gates will open the following round.Arcana     DC 33: The character recognizes the Far Realm and knows it’s not safe to look at.Initiative +8TriggerThe gates open and close at initiative point 0. They attack anyone standing within 4 squares instantly, and they make an opportunity attack against anyone moving within 4 squares of them while they’re open.AttackStandard Action      Close blast 4
Target: All creatures in blastAttack: +28 vs. WillHit: 4d10 + 5 psychic damage and ongoing 5 psychic damage and stunned (save ends both). This is a fear effect. Aftereffect: Dazed (save ends).Countermeasures     Thievery DC 37: A character can engage in a skill challenge to shut down a gate. Complexity 1 (4 successes before 3 failures). Success causes that gate to stay dark even when it would be randomly triggered. Failure causes the gate to explode (close burst 8, 4d10 + 5 radiant damage and stunned (save ends) to all creatures in burst). The third failure sucks the character into the Far Realm, where he remains until someone rescues him—an adventure in its own right.
     A character can attack the gate framework (AC 33, other defenses 29; hp 100; resist 15 all). When reduced to 0 hit points, the gate explodes in a close burst 8, as above.

Published in Dungeon Magazine 175, page(s) 36.