Ice Cell
Level 5 Obstacle
XP 200

The thin ice sheet gives way, plunging you into freezing water.

Trap: Each icy cell is 8 feet deep. The trap attacks with freezing cold until the occupant is dead, and then immediately freezes over.Perception     DC 16: The character notices which cells are occupied.     DC 21: The character notices that the ice is cracked and thin over the unoccupied cells.     DC 23: An occasional wink of brilliant blue sparkles within each of the cells.TriggerThe trap attacks when a creature enters one of the trap’s empty squares. Each individual cell attacks separately, ceasing only when it contains a body or its sapphire (located just below the surface of the ice) is removed.AttackStandard Action      Melee
Target: The creature that triggered the trap.Attack: +8 vs. ReflexHit: The target drops into the cell (taking 1d10 falling damage), is slowed, and takes ongoing 10 cold damage (save ends both, but the target can’t attempt this saving throw while in an active cell).Miss: The target returns to the last square it occupied, and its movement ends immediately.Countermeasures     Thievery DC 21 or Thievery (if the cell is frozen) DC 23: Removing a sapphire from a cell with a successful check deactivates that cell.
     A dead creature dropped into an active cell effectively neutralizes it, as the cell immediately freezes over.
     An object (such as a shield) laid over a cell allows creatures to walk across safely.
     Acrobatics DC 16: A PC can carefully enter a cell square with a successful check and avoid activating the trap. If he starts his turn in a cell square, or takes damage while in a cell square, he must succeed on the same check, or the trap attacks him.
     Athletics DC 20: A character in a cell can climb out; because he’s slowed, this likely requires a double move.

Published in Dungeon Delve, page(s) 63.