Whirlpool Trap

Whirlpool Trap
Level 4 Obstacle

Trap
The four cherub statues tip their vases downward and release a deluge of water. At the same time, transparent walls shimmer into existence, cutting off all avenues of escape.
Trap: Two indestructible walls of arcane energy appear (as shown on the map), trapping creatures in the 4-square-by-6-square hallway with the cherub statues, which begin pouring water into the hall. At the start of the trap’s third turn, when the water is 5 feet deep, a whirlpool forms and batters all creatures trapped in the hall.
The walls lasts as long as at least three statues remain intact. The walls cannot be damaged and are affected only through the destruction or disabling of the cherub statues.
Perception
DC 10: The vases are inscribed with arcane symbols.
Initiative +2
Trigger
When a creature moves into the 4-square-by-4-square area between the statues, the arcane walls appear and the trap rolls initiative. At the start of the trap’s third turn and each turn thereafter, the whirlpool attacks on its turn.
Attack
Standard Action
Targets: All creatures trapped between the arcane walls.
Effect: 1d8 + 2 damage, and the target slides adjacent to a cherub statue in a counterclockwise direction. Anyone in the water is slowed and takes a -5 penalty to attack rolls and skill checks until the end of the trap’s next turn.
Countermeasures
♦ Three successful DC 20 Arcana checks disables one statue. A disabled statue is considered destroyed for the purpose of maintaining the arcane walls.
♦ Two successful DC 20 Thievery checks disables one statue.
♦ If two cherub statues are destroyed, the arcane walls disappear and the statues stop pouring water. Each statue has the following statistics: AC 18, Fortitude 15, Reflex 15, HP 20, Resist 5 to all damage.

Whirlpool Trap

Las Crónicas del Valle del Nentir sandman