Collapsing Ceiling - Traps

Collapsing Ceiling
Hazard
Level 2 Lurker
XP 125

A foreboding crack echoes through the chamber that quickly grows to a thunderous rumble.

Hazard: The mound of rubble above the chamber collapses, filling the Ruined Citadel area with tumbling, crushing slabs of masonry and debris.Perception✦     DC 5: The character realizes that the ceiling is collapsing before the first chunks hit the floor and gains a +2 Reflex bonus until the start of the character's next turn.✦     DC 15: As a free action, the character can shout directions to an ally within 5 and give that ally a +2 Reflex bonus until the start of this character's next turn.Initiative +5TriggerThe hazard is triggered when Vrak Tiburcaex loosens the stones holding the ceiling together. At that time, allow the characters to make Perception checks, then roll the hazard's initiative and place it in the turn order.AttackStandard Action      Close burst 8 (fills entire area between North and South Towers)
Targets Creatures in burstAttack: +4 vs. ReflexHit: 2d6+2 damageMiss: Half damage
The burst area becomes difficult terrain at the moment initiative is rolled for the hazard. The collapse continues for 5 rounds. At the end of 5 rounds, the burst area becomes impassable.
Countermeasures✦     Acrobatics DC 10 or Athletics DC 10: As a minor action, a character in the burst area can make a successful check to dodge nimbly between falling rubble. With a successful check, a character takes half damage (no damage on a miss) from rubble until the start of the character's next turn.

Published in Dungeon Magazine 165, page(s) 75.