Level 25 Elite Blaster
The room is alive with industry, with bright sparks, streams of liquid fire, and choking clouds of smoke.Trap: The trap consists of several components linked by the conveyor belt running through the room. A clawed hand snatches creatures and places them on the conveyor belt. Where indicated on the map, nozzles fire jets of superheated steam, and the conveyor belt deposits anything on it into the crucible at its end.Perception DC 31: A character spots the control panel on the opposite side of the room.Dungeoneering DC 28: The character identifies the nozzle locations.TriggerThe trap makes the following attacks on the indicated turns.Attack (Initiative 20, 10, 0)No Action Melee
Target: Each creature on the conveyor beltEffect: The creature slides 2 squares in the direction indicated on the map.Attack (Initiative 15, 5)Minor Action Melee
Target: One random non-construct creature not on a conveyor belt squareAttack: +28 vs. ReflexHit: 2d8 + 9 damage, and the target slides to the closest square containing the conveyor belt.Miss: Half damageAttack (Initiative 25) * FireStandard Action Close blast 2
Target: Each creature in the blast for each nozzleAttack: +26 vs. ReflexHit: 2d8 + 9 fire damage, and the target is dazed and immobilized until the end of its next turn.Attack * FireOpportunity Action Melee
Trigger: A creature enters or starts its turn in the crucibleTarget: The triggering creatureEffect: The creature takes 4d10 fire damage, and ongoing 10 fire damage (save ends). A creature cannot make saving throws to end the ongoing damage until it exits the crucible (DC 26 Athletics check).Countermeasures Thievery DC 31: A character adjacent to the control panel can shut off the device and disable the trap by engaging in a Thievery skill challenge. Complexity 2 (6 successes before 3 failures). Success shuts off the conveyor belt and the forgeworks can only make the opportunity action attack. Failure causes the control panel to explode: close blast 7; +28 vs. Reflex; 3d12 + 9 damage, and the target is knocked prone and dazed (save ends). The trap is disabled if the control panel explodes.
Published in Dungeon Magazine 173, page(s) 70.