Vacuum Mines Trap - CR 10
A translucent something ahead of you pops. Suddenly, you find yourself freezing and gasping for air!
Type: magical; Perception DC 34; Disable Device DC 34
Trigger location; Reset none
|The air in and around the party vacates and the temperature drops. Up to 9 creatures in a 40-ft.-radius take cold damage and suffocate. Vacuum (1d6 cold damage per round, DC 23 Will Save per round for 18 rounds. If one save is failed, target falls unconscious and is dropped to 0 hit points. The second failed save reduces the target to -1 hit points and he is dying. The third failed save kills the target); multiple targets( 9 creatures within 50' of the of the airship)|
The airship immediately falls 50 feet (as there is no air immediately around it) and continues to fall, spiraling out of control before crashing in 1d10+6 rounds without a DC 25 Profession (sailor) or Profession (soldier) check; alternatively, a DC 30 Knowledge (engineering) check can be used as a substitute.
The airspace above Nyamo contains secret defenses that few know about, and several spheres of airspace have been mined with vacuum mines. Even in the official Nyamo air brigade, only the captains and a few select officers know of the existence and location of these dangerous traps. The vacuum mines are housed in small, 9-inch glass spheres that float in the air—they are very difficult to spot and burst if an airship gets within 25 ft., setting off the above trap. An old story that circulates in Nyamo tells of an attack from a griffon mounted wizard army. As the citizens huddled, the onslaught of spells never materialized—instead, frozen griffons and asphyxiated wizards rained down on the city.
This attack is the only known attempt to take Nyamo by air.