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@@ -1186,22 +1186,6 @@ object {Crown of the Kobold King}
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'<p>The trap resets after 1 minute, during which it sees no creatures to target.</p>' (x1)
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'<p>Creatures can still fall down the shaft even after the cauldron is released, but the cauldron must be reset manually.</p>' (x1)
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[routine] : string {Crown of the Kobold King.system.details.routine} (6 different values)
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'' (x10)
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'<p>(6 actions) On each of the trap\'s actions, a crystal sphere that hasn\'t yet taken an action during the turn either flies 25 feet toward the closest creature in the Outer Ring (if no creature is within 25 feet), or it attacks a visible creature within 25 feet (the crystal spheres can sense targets via darkvision). If a crystal sphere attacks a target, that target takes @Damage[1d6[force]] damage (@Check[reflex|dc:24|basic]) as the sphere hits them and bursts. A creature can be attacked by multiple spheres in a turn, but a sphere always targets the closest target. Once a sphere attacks and bursts, it vanishes but respawns at its spawn point at the start of the next turn and continues its routine. A sphere that has been destroyed or had its spawn point disabled vanishes and doesn\'t continue to respawn and attack, and the trap loses 1 action for each sphere destroyed or disabled in this way.</p>' (x1)
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'<p>(1 action) On its initiative, the trap exerts a strong magnetic pull on the doors, causing the north and west doors to open if they\'re closed, or causing the south and east doors to close if they\'re open. A character can open or close a door against this pull with a successful @Check[athletics|dc:18] check to @UUID[Compendium.pf2e.actionspf2e.Item.Force Open] the door. At the same time, any character in the room who wears primarily metal armor must attempt a @Check[reflex|dc:18] save (characters in medium metal armor suffer a -1 circumstance penalty to this save, and characters in heavy metal armor suffer a -2 circumstance penalty).</p>
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<hr>
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<p><strong>Critical Success</strong> The PC is unaffected.</p>
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<p><strong>Success</strong> The PC resists the pull but treats the room as difficult terrain.</p>
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<p><strong>Failure</strong> The PC treats the room as difficult terrain and is knocked @UUID[Compendium.pf2e.conditionitems.Item.Prone]. A PC who\'s already prone suffers a critical failure instead.</p>
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<p><strong>Critical Failure</strong> As failure, but the PC is also pulled 5 feet toward the lodestone. A PC who is adjacent to the lodestone instead becomes stuck to it and is @UUID[Compendium.pf2e.conditionitems.Item.Restrained] as long as the trap continues its routine (escape DC 18).</p>' (x1)
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'<p>(1 action; divine, necromancy) As the dwarves continue to chant and grasp at the living, the pit infuses all living creatures inside it with the ache and pain a body endures after hours of constant toil. Each living creature in the pit must attempt a @Check[fortitude|dc:18|traits:divine,necromancy,damaging-effect] save.</p>
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<hr>
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<p><strong>Critical Success</strong> The creature suffers no ill effect and is thereafter immune to the pit of toil\'s routine.</p>
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<p><strong>Success</strong> The creature suffers no ill effect.</p>
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<p><strong>Failure</strong> The creature takes @Damage[2d6[void]] damage and becomes @UUID[Compendium.pf2e.conditionitems.Item.Enfeebled]{Enfeebled 1} for 1 round.</p>
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<p><strong>Critical Failure</strong> The creature takes @Damage[4d6[void]] damage and becomes @UUID[Compendium.pf2e.conditionitems.Item.Fatigued].</p>' (x1)
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'<p>(3 actions) The trap loses 1 action per disabled spout each turn. On each action, a different spout located at one of the three areas marked <strong>H4c</strong> spews a gout of lava at the closest non-thoqqua target in its line of sight; these spouts use magical sensors that have darkvision and a Perception DC of 25. Originally, agents of the abbot would come through here after the trap was triggered, deactivate it, and clean out the hardened blobs of lava and dead bodies that remained, but the amount of time it would take for this trap to clog tunnels with cooled lava makes tracking that slow accretion over the course of this adventure unnecessary.</p>' (x1)
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'<p>(3 actions) The trap loses 1 action for each disabled vent. On each of the trap\'s actions, a vent spews a gout of boiling toxin at a living creature in sight of it. It can\'t target a single creature more than once per round, so if there aren\'t enough viable targets for all 3 actions, the trap loses those unspent actions.</p>' (x1)
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[initiative] : object {Crown of the Kobold King.system.initiative}
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statistic : string {Crown of the Kobold King.system.initiative.statistic} (2 different values)
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'perception' (x26)
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