Inferno Room/Teleport Hall
Level 8 Blaster
XP 350

In a flash of light, you are suddenly transported from the narrow hall into a larger chamber. Then, flames erupt all around you as the room becomes an inferno.

Trap: With the touch of a lever, the large northern hall is filled with fire. Another lever teleports any character in the southern hallway into the fiery chamber.Perception     DC 20: A character in the inferno hall notices nozzles on the floor, walls, and ceiling of the room, along with the lingering, acrid smell of sulfur.     DC 23: A character in the teleport hall notices a weird distortion of distance, like peering through thick glass.TriggerThe trap attacks when a character pulls a lever on the control panel in the eastern room. A character can pull one or two levers as a standard action.Attack (Infernal Hall)Standard Action      Area 4 squares by 4 squares (the entire hall)
Target: All creatures in areaAttack: +10 vs. ReflexHit: 4d8 + 5 fire damage.Attack (Teleport Hall)Standard Action      Area 4 squares (the entire hall)
Target: All creatures in areaEffect Target is teleported to a random square in the inferno hall.Countermeasures     A character can attack the control panel (AC 18, Def 16; hp 70; resist 5 all). Destroying the control panel disables both traps.
     Thievery DC 28: A character can use Thievery to disable the control panel with three successful checks.

Published in H3 Pyramid of Shadows, page(s) 21.