Level 1 Warder
A 4-by-4 section of the floor is ringed with runes.
No check is necessary to notice the glowing runes.
DC 15: The character notices that anyone crossing the runes is attacked by a sonic pulse that can temporarily disable them.
The trap attacks when a creature enters one of the trap’s four squares.
+4 vs. Fortitude
The target takes 1d6 damage and is dazed until the end of its next turn.
Saying the command word makes the trap ignore a character for 24 hours.
Thievery DC 15: An adjacent character can disable the trap for 5 minutes with a Thievery check.
Arcana DC 20: An adjacent character deciphers the runes and discovers the trap’s command word with an Arcana check.
Dungeon Magazine 173
, page(s) 25.