Twisted Fountain
HAZARD 2 +6 (trained) to realize the water is dangerous; spotting the fountain is DC 0
Water pours from this carved dwarf's mouth and has a sharp, rusty flavor.
DC 16 Thievery (trained) to plug up the mouth and cause the fountain to deactivate as long as it remains plugged, DC 21 Religion (expert) to pray to gods opposed to Droskar to exorcise the magic and permanently halt the water flow, or Dispel Magic (2nd rank; counteract DC 16) to suppress the trap's tainted taste effect for 10 minutes
AC 21; Fort +11, Ref +5
Hardness 9, HP 30 (BT 15); Immunities object immunities, critical hits, precision
Tainted Taste (divine, healing, poison)
A non-hryngar creature drinks from the fountain
The creature must attempt a DC 22 Fortitude save with the following effects; the drinker is then temporarily immune to the water's Tainted Taste for 24 hours.
Critical Success The target is healed 4d8 healing Hit Points, and any wounded condition it has is removed.
Success The target regains 2d8 healing Hit Points, and its wounded condition is removed.
Failure The target regains 1d8 healing Hit Points and gains the Sickened 1 condition.
Critical Failure The target takes 1d8 poison damage and gains the Drained 1 condition.
The twisted fountain resets instantly.
The Dead God's HandORC