River Trap
Level 13 Obstacle
XP 800

Suddenly a strip of ground just beyond the far edge of the river explodes into a curtain of dazzling energy, and you are pushed back into the deep, cold water of the rushing river.

Trap: When a character steps into or otherwise attempts to cross a trapped square, a wall of dazzling force shoots up and pushes the character into the fast-moving water.Perception     DC 25: You notice that the grass in a narrow strip of ground on the other side of the river appears to be lower, less overgrown than the grass around it.Arcana     DC 23: You sense arcane energy stored within a narrow strip of ground on the other side of the river.TriggerWhen a creature enters or crosses through a trapped square, the wall of dazzling force springs up to a height of 15 feet and attacks.AttackStandard Action      Melee 1
Target: All creatures in a trapped squareAttack: +20 vs. ReflexHit: 1d10+6 damage, and the target is pushed 4 squares.Countermeasures     A character can attempt to cross the river at a spot not covered by the trap.
     Arcana DC 23: A character can attempt to disable the arcane trap from an adjacent square. This requires a succesful check. A success disables one trapped square for one hour. A failure causes the trap to trigger, and it attacks the character that failed the disable attempt.

Published in Revenge of the Giants, page(s) 65.