Skip to main content

Weightman's Gauntlet

nd tier (
Challenge
DC
Region
Area
(less than 1 hour)

This glyph-covered hallway is protected by three layered magical traps. When a creature steps within 10 feet of a magical sensor a blinding blast radiates outward in a 60-foot radius, holy power explodes in a 30-foot radius, and a lance of divine energy strikes a randomly determined creature. For the next minute the traps are unable to activate.

Aligned. Creatures with the Good trait are immune to the effects of these traps.

Sequenced. When one of these traps is triggered, all of the other traps are also triggered (even if their glyphs are deactivated).

Spell Solve. Dispel magic (or any other effect that negates magic) and a spellcasting ability check deactivates a glyph for 1 hour, but none of the other glyphs. A critical on the spellcasting ability check results in a critical success.

Trap. The first trap of the Weightman’s Gauntlet can be detected with an Investigation check to notice its glyph and the script empowering it, but only a result of 21 or higher notices the glyphs for all three traps. If all of the traps are not detected, it automatically triggers a critical failure.

Possible Solutions

An adventurer that makes a Culture check recalls that the pious protect against the undead so going prone might help, or a successful Religion check pieces together from the glyphs that a prone creature does not trigger these traps. Any creature is able to activate the traps. Painstaking and careful alterations to the carvings with a thieves’ tools check can also deactivate a glyph for 1 minute before the glyph repairs itself.

Critical Failure: Each creature within 60 feet makes a Constitution saving throw with disadvantage or is blinded for 1d4+1 rounds. At the end of each of its turns a blinded creature can repeat the saving throw, ending the effect on itself on a success.

Each creature within 30 feet makes a Dexterity saving throw with disadvantage , taking 18 (4d8) radiant damage on a failure, or half as much on a success.

A ray of searing light makes an attack with advantage against a creature within range.

Searing Light. Ranged Spell Attack: +9 to hit, range 20 ft., one target. Hit: 21 (6d6) radiant damage.

Failure: As a critical failure, but saving throws are not made with disadvantage and the spell attack is not made with advantage.

Success: The adventurers deactivate one of the three glyphs. Doing so has no effect on the Weightman’s Gauntlet unless all three glyphs are deactivated. A glyph remains deactivated for 1 minute. While a glyph is deactivated, a second success on the same glyph permanently deactivates it. Permanently deactivating a glyph has no effect unless all three are permanently deactivated, in which case the Weightman’s Gauntlet is permanently destroyed.

Critical Success: The adventurers avoid or deactivate all three glyphs, and can either deactivate the Weightman’s Gauntlet for 1 hour, permanently deactivate it, or pass it safely and leave it active for someone else to deal with.