Radiant Tendrils
Trap
Level 13 Obstacle
XP 800

Gleaming tendrils of white light whip out to lash at you.

Perception     DC 27: The character notices something strange about the area ahead, as though the floor was somehow absorbing a bit of the ambient light.Arcana     DC 23: The character recognizes a faint glow from, and a sequence of runes scratched into, the fire pit, and realizes this is the trap’s source. (The character must be in the forge [room E] to accomplish this.)     DC 31: The party gains a +2 bonus to Thievery checks to disable the trap.TriggerWhen a creature enters or begins its turn in a trapped square, the trap attacks.AttackOpportunity Action      Melee
Target: Creature in a trapped squareAttack: +18 vs. ACHit: 2d10 + 6 radiant damage and blind until the end of the target’s next turn.    Aftereffect -2 to attack rolls and checks until the end of the target’s next turn.Countermeasures     Acrobatics DC 27: A character who makes a successful check can move through a trigger square without provoking the attack. The squares count as difficult terrain.
     Thievery DC 31: An adjacent character can disable a trigger plate with a successful check.

Published in Dungeon Magazine 161, page(s) 55.