Hall of the Receding Constellations
An ancient obsidian floor inlaid with thousands of glowing crystals that represent a long-forgotten night sky. When activated, the constellations begin to rotate with a grinding mechanical thrum, firing beams of concentrated starlight while warping local gravity.
Hall of the Receding Constellations
Defenses
Detection
“The room is a perfectly circular chamber. The floor consists of interlocking obsidian plates with silver filigree. A large, pulsing sapphire is set in the center of the ceiling, mirroring a similar stone in the center of the floor.”
Standard Engagement
A creature that is not wearing a Hegemony Signet Ring enters the center of the room (a 10-foot radius around the central stone).
The hazard takes 3 actions on its turn. (1 Action) Rotating Orbit: The floor plates shift rapidly. Every creature standing on the floor must succeed at a DC 25 Reflex save or be moved 10 feet in a clockwise direction and fall prone. (1 Action) Starfire Beam: The ceiling sapphire fires a beam of light at a random creature within the room. Attack +18 vs. AC; Damage 2d10+12 fire and force damage. (1 Action) Gravity Collapse: The central stone pulses with dark energy. Each creature in the room must succeed at a DC 25 Fortitude save or be pulled 10 feet toward the center and become Clumsy 1 for 1 round.
The hazard deactivates if no creatures are in the room for 1 minute. It resets automatically after 1 hour.
On a critical hit with the Starfire Beam, the target is Blinded for 1 round.
The shifting gravity prevents teleportation effects within the room unless the caster succeeds at a DC 25 flat check.
If a creature casts a spell with the Light or Darkness trait while the hazard is active, the hazard immediately uses a reaction to fire a Starfire Beam at the caster.
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