Type magical; Perception DC 33; Disable Device DC 33 Trigger visual; Reset automatic (1d4+2 rounds) Effect 20 ft.-square area explodes with rubble from a nearby wall (3d6+4; DC 22 Reflex for half damage). When raining rubble resets, the section of exploded wall rebuilds itself, dealing the same damage to any creatures still in the area
When a member of one of the Orders of Timeaus walks nearby (or a member of the Banlan Brotherhood activates it) a rune inscribed on the wall explodes, showering the area with rubble; a few rounds later the trap casts mend to reform itself. Originally used by the people of Timeaeus to do repairs on the Nyamo Wall, it was later adopted by the Banlan Brotherhood for guerrilla warfare against the Orders.
Rain of Ore CR 5 Type natural (the natural effects of alligotonium); Perception DC 10 (automatic); Disable Device — Trigger already triggered once noticed (explosion at Demon Pass); Reset none
The rain of ore appears as a cloud of swirling and floating metallic debris that sparkles as bits of alligotonium ore reflect any available light source.
The material freely floats, directed by natural wind currents until the weightlessness effect of the agitated alligotonium ends.
The source of the rain of ore is the blasting site at Demon Pass; the workers unintentionally exploded a massive vein of alligotonium, agitating the magic material causing it to become lighter than air. Driven by prevailing winds, the ore cloud drifts over Steamtown.
Effect The weightless effect of the floating cloud of alligotonium disperses when it reaches the area above Steamtown. The chunks of heavy, jagged metal rain down upon the area, including the helpless tent city. Those caught without ample protection suffer bludgeoning damage (DC 20 Reflex for half damage).
The extent of damage a creature suffers as a result of the rain of ore depends on the size of chunks that fall upon them. Use the following chart to determine the proper level of damage caused by the trap.
1-25 Several Small-sized bits (3d4 damage)
26-50 Several Medium-sized pieces (6d4 damage)
51-75 A few Large-sized chunks (6d6 damage)
76-99 Several Large-size pieces (6d10 damage)
100 An enormous Huge-sized chunk (10d10 damage)
Any substantial, solid structure negate damage done by the falling ore, but there is a chance that the damage done irrevocably damages any built structures it falls upon. Use the damage determination chart above to discern how much damage is done to any particular structure. If the damage results in more than ¾ of the structures durability, it collapses upon those inside causing damage to creatures equal to ¼ of the damage done to the structure itself.
As the crowd gathers for their nightly drinking, a light mist settles in amongst the patrons.
Type: magical; Perception DC 27; Disable Device DC 27
Trigger location; Reset repair
The mist only affects those that are drunk. Anyone who comes into contact with the mist after having a number of drinks equal to their Constitution modifier (minimum 1) must make a DC 13 Fortitude Save or lose 1 point of Con due to blood loss and gain the fatigued condition. If already fatigued, then the exhausted condition is gained instead. The mist can affect an area of up to 600 square feet.
The goblins that operate the fortunetelling press need blood in order for it to print its stories. Killing to get the blood would draw undue suspicion. Nobody, however, is going to give a second thought if heavy drinking from the night before leads to some lethargy the next morning. Usually the goblins have the leech mist trap rigged to trigger right at closing time as drunk patrons make their way to their tents. Once the blood is leeched by the mist, special vials hidden nearby collect the mist and distill the blood out of it. It can take several nights to collect enough blood to make a single printing run.