Rigged Roulette Floor
The house's roulette table is enchanted to punish anyone who interferes with a fleeing thief. It turns the casino floor into a shifting web of wagers, flashing chips, and sudden bursts of force. The hazard is dangerous because it rewards movement, greed, and panic, making the battlefield itself part of the game.
Rigged Roulette Floor
Defenses
Detection
“A brass roulette wheel is mounted in the center of a low gaming table, its numbered pockets filled with black glass chips instead of ivory balls. Fine copper wires run from the wheel into the table legs and beneath nearby floorboards.”
Standard Engagement
The hazard activates when a creature enters the casino's restricted gaming floor without presenting the owner's sigil, or when a creature chases the thief through the marked betting lanes.
The hazard acts on its initiative. It uses House Always Wins against each creature in a marked betting lane, then uses Winning Number to designate one square within 30 feet. If no creature is in a betting lane, it uses Winning Number twice, designating two different squares.
The hazard resets at the start of each round if at least one power line remains intact. It deactivates permanently when disabled or when all power lines are severed.
A creature standing in a marked betting lane when the hazard's routine begins must attempt a DC 20 Reflex save. On a failure, it takes 2d6 bludgeoning damage and is pushed 5 feet toward the roulette table. On a critical failure, it also falls prone. On a success, it takes half damage and is not pushed.
The hazard flashes a winning number above one marked square within 30 feet. Until the start of the hazard's next turn, the first creature to enter that square is struck by a burst of gambling magic, taking 1d6 mental damage and becoming dazzled for 1 round. A creature that succeeds at a DC 20 Will save takes no damage and is not dazzled.
The roulette table occupies a 10-foot-by-10-foot area. The hazard has line of effect to any marked betting lane that connects to this area, but solid furniture provides standard cover against its effects.
When a creature critically fails a save against House Always Wins, the hazard gains a charge. At 2 charges, the roulette wheel emits a shower of chips and the hazard's next Winning Number affects a 10-foot burst instead of one square. Charges reset when the hazard is disabled.
A creature can spend 1 action to announce a wager and attempt a Deception, Diplomacy, or Performance check against DC 18. On a success, the creature can designate one adjacent square as safe until the start of its next turn. On a critical failure, that square becomes the next Winning Number target.
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