Level 20 Warder
This highly complicated vault’s lock looks like it’s a pain to pick . . . and it is, in more ways than one.Trap: This complex lock takes a skill challenge to unlock, and each wrong move has dire consequences for those attempting to open it as well as those nearby.Perception No check is necessary to notice that this is a complicated vault-style lock, with numerous devices that need to be picked or disabled before the door can be opened. DC 22: The character notices that some of the lock’s devices are adorned with magical runes.Thievery DC 22: Six separate locks need to be disabled in the right order before the door can be opened.Arcana DC 27: Once the runes are spotted, they can be identified as Abyssal symbols of pain, terror, and death.TriggerThe trap is a complexity 2 skill challenge (6 successes before 3 failures) that requires a DC 22 Thievery check for each success. With each failed check, the trap makes the following attack. Each attempt to disable a lock takes a standard action. With each success or failure, another attempt to disable a lock must be made before the end of the attempting creature’s next turn, or a failure in the challenge is accrued. On the third failure all the locks reset, requiring the skill challenge to be performed anew, but ending the immediate threat.Attack * Necrotic, PsychicImmediate Reaction Close blast 5
Target: Each creature in blastAttack: +21 vs. FortitudeHit: 2d6 + 7 necrotic damage, and the target takes ongoing 10 psychic damage and a –2 penalty to ability checks and skill checks (save ends both).Countermeasures Arcana DC 22: A character can ready a standard action to make a check when someone fails a Thievery check during the skill challenge to open the pain vault. On a successful Arcana check, the failure in the challenge is still accrued, but the succeeding character negates the blast attack.
The lock has AC 20, Reflex 20, Fortitude 25, and hp 400. If it is destroyed, the trap is disabled.
Published in Dungeon Master's Guide 2, page(s) 72.