Inferno Pillars
Object
Level 18 TrapXP 2000

Detect see Identify below

Initiative

Immune attacks

Standard Actions

Blazing Inferno (fire) Daily

Requirement: A creature must use a standard action and succeed on a DC 17 Athletics check to pull the trap’s activating lever.

Effect: Flame fills an 8-square-by-8-square zone centered on each pillar. Each zone is 2 squares high. Any creature that ends its turn in one or more zones takes 10 fire damage. The zones persist until the trap depletes its natural gas supply (5 rounds) or until the activating lever is returned to its off position.

Countermeasures

Identify: Dungeoneering DC 23. The character concludes that the pillars aren’t necessary for supporting the ceiling of the hall.

Identify: Dungeoneering DC 32. The character realizes that the pillars are hollow and might be a trap.

Deactivate Pillar: While adjacent to a pillar, Dungeoneering or Thievery DC 23 (standard action) or DC 32 (minor action). Success: The character deactivates the pillar until the end of the character’s next turn.

Jam Lever: While adjacent to the lever in the off position, Thievery DC 23 (standard action) or DC 32 (minor action). Success: The character jams the lever in the off position. Pulling the jammed lever to trigger the trap then requires a DC 32 Athletics check.

Pull Lever: While adjacent to the lever in the on position, Athletics DC 17 (standard action) or DC 23 (minor action). Success: The character pulls the lever to the off position.

Published in Dungeon Magazine 200.