Four Winds Trap
Trap
Level 24 Blaster
XP 6050

Howling winds issue from the pillars, pushing you toward the spikecovered columns.

Trap: Randomly select a pillar each round from those still active. That pillar issues a tornado-like force.Perception     DC 29: The character notices tiny holes covering the bottom 2 squares of all the pillars.TriggerThe trap attacks when any lever is moved to the down position. This change in position simultaneously pushes all other levers down.AttackStandard Action      Close burst 4
Target: Each Large or smaller creature within the burst.Attack: +28 vs. ReflexHit: The target slides 5 squares toward the nearest other pillar. If the target ends adjacent to a pillar, the spikes deal 2d6 + 5 damage, and the target takes ongoing 10 damage and is immobilized (save ends both).Miss: Target slides 1 square toward the nearest other pillar. If the target ends adjacent to a pillar, the spikes deal 1d6 + 5 damage.Effect Nonmagical light sources in the burst are extinguished.Countermeasures     Moving the levers up in the correct sequence (Belakh, Turbokh, Amlan, Uverzh) sends that pillar’s wind back to the top of the chamber, effectively disabling that pillar. When all four levers have been moved up in the right order, the entire trap is deactivated.
     Thievery DC 29: A successful check disables the pillar, sending the wind back to the top.

Published in Dungeon Delve, page(s) 125.