Freezing Moat
Trap
Level 18 Obstacle
XP 2000
The still water appears calm and empty. At the bottom of the clear water, strange sigils glow with a cold, blue light.
Trap: When a character enters the moat, the magic protecting it attacks.TriggerWhen a creature enters or starts its turn in a moat space.AttackFree ActionTarget: One creature.Attack: +23 vs. FortitudeHit: 3d12+5 cold damage, and the target is immobilized (save ends).Countermeasures✦ Arcana DC 20 or Thievery DC 25: A character in the moat can disable the sigils with a successful check. This disrupts the magic and disables the trap until the end of the character's next turn.
✦ Four successes before three failures totally disables the trap.
Published in Revenge of the Giants, page(s) 147.