Tripartite Lock
HAZARD 5 +13 (expert)
Three massive gears stand out amid a chaotic array of smaller gears that virtually make up the entire surface of a set of enormous double doors. Tiny slots at the center of each of the massive gears perfectly match the prongs that emerge from the converse of one of the clan's tripartite key amulets.
DC 26 Thievery (expert) to jam the gears into place, preventing the trap from using Screaming Gears (and simultaneously jamming the door shut); a critical success unlocks the doors without the tripartite key
AC 25; Fort +15, Ref +9
Hardness 14, HP 54 (BT 27); Immunities object immunities, critical hits, precision
Screaming Gears (auditory, sonic)
A creature attempts to manipulate any of the door's gears other than to simultaneously turn three tripartite key amulets counterclockwise from the depressions at the center of the trap's three massive gears, or any attempt is made to Force Open or damage the doors themselves
All of the doors' gears grind and spin in a pattern designed to emit an ear-splitting cacophony of twisting metal and screaming mechanisms. Any creature within 40 feet of the door must attempt a DC 26 Fortitude save.
Critical Success The creature is unaffected.
Success The creature is Deafened for 1 round.
Failure The creature takes 3d6 sonic damage and is deafened for 1 minute.
Critical Failure The creature takes 6d6 sonic damage and is deafened for 1 hour.
The trap ceases its grinding shriek at the end of the round and immediately resets.
The Dead God's HandORC