White Altar - Traps

White Altar
Trap
Level 19 Solo Obstacle
XP 12000

The entrance to Moghadam's lair is concealed within a trap.

Trap: The floor collapses when the altar is disturbed.Perception✦     DC 13: A character searching next to the altar before the floor collapses notices that it sits loosely within the solid stone of the floor—as if the floor and the altar were separate.✦     DC 25: A character searching away from the altar before the floor collapses notices a concealed seam where the floor meets the walls.✦     DC 25: After the floor collapses, a character notices a tremor in the ceiling (1 round before the ceiling falls).Trigger       If the altar or the skull is touched, the trap attacks.
AttackImmediate Reaction      Melee
Target: Each creature on the floor of this chamberAttack: +24 vs. ReflexHit: The stone floor collapses to rubble. The target falls 90 feet down into a pit, takes 9d10 damage, and falls prone.Miss: Half damage, and the target falls prone at the bottom of the pit.Effect: A 1-foot-deep pile of rubble fills the pit. The rubble is difficult terrain. Make a secondary attack against each creature in the chamber 2 rounds later.    Secondary Attack: +24 vs. Reflex    Hit: A false stone ceiling shatters and falls, dealing 9d10 damage and knocking the target prone.    Miss: Half damage, and the target falls prone.Countermeasures✦     A character adjacent to the open archway or the altar when the floor collapses can make a DC 25 Acrobatics check. With a successful check, the character moves back into the passageway or to the top of the altar.
✦     A character adjacent to the base of the pillar when the ceiling falls can make a DC 25 Acrobatics check or Athletics check as an immediate reaction to dodge the worst of the falling debris. With a successful check, the character takes half damage if the attack hits, or no damage if it misses.
✦     A character climbing or flying in the pit when the ceiling falls must make a DC 25 Athletics check as an immediate interrupt. With a successful check, the character takes damage as above but stays in place and does not fall prone. On a failed check, the target falls to the bottom of the pit, taking falling damage in addition to the damage from the ceiling.

Published in Tomb of Horrors, page(s) 113.