Level 18 Obstacle
The still water appears calm and empty. At the bottom of the clear water, strange sigils glow with a cold, blue light.Trap: When a character enters the moat, the magic protecting it attacks.TriggerWhen a creature enters or starts its turn in a moat space.AttackFree Action
Target: One creature.Attack: +23 vs. FortitudeHit: 3d12+5 cold damage, and the target is immobilized (save ends).Countermeasures Arcana DC 20 or Thievery DC 25: A character in the moat can disable the sigils with a successful check. This disrupts the magic and disables the trap until the end of the character’s next turn.
Four successes before three failures totally disables the trap.
Published in Revenge of the Giants, page(s) 147.