← Search

Trip Wire That Isn’t

Room

DCC ATG · p.11

Open source p.11

Area 1-10 – Trip Wire That Isn’t

The corridor ahead is interrupted by a pair of metallic trip wires emerging from the walls, positioned roughly one-foot above the floor. The trip wires are spaced ten-feet apart from each other. Beyond this, the passage continues forward into the stillness of silence and shadow.

On either side of a 10’-long section of floor within this corridor is an obvious pair of trip wires.

Detection: Characters spot the trip wires automatically. Upon closer inspection, a DC 14 find trap check allows a character to identify that the floor is designed to pivot on a central axis when weight is placed on it that drops delvers into a pit.

Trigger: If the hinged section of floor is not somehow anchored, stepping on it automatically opens the hinged section of floor. The victim must make a DC 15 Reflex save or fall into the pit.

Effect: There is a 40’-deep pit below the rotating section of floor. A character who leaps over the trip wire or otherwise steps into the trapped area must make a DC 15 Reflex save or fall into the pit, taking damage. Any damage die that comes up a natural 6 indicates that the victim breaks a random bone and permanently loses 1 point of Strength of Agility (player’s choice).

If the trap is triggered, an illusory mouth appears on one of the walls within the pit and goads the victim: “Careful, the floor here will betray you. Perhaps it took a lesson from you, Dara. If you are still breathing, make haste, your reward awaits.”

Countermeasures: Breaking the trip wire activates spikes underneath the floor that lock it into place, disabling the trap. Deactivating the trap without using this method requires a DC 18 disable trap check to somehow jam the hinged floor shut.

Reset: If the trip wire is broken, the trap requires a manual reset. Otherwise, the trap resets when the trapped floor stops spinning after 1 minute.