Double Trap
RoomDCC ATG · p.14
Open source p.14Area 1-14 – Double Trap
Stepping into this hall, you see a massive ornate door of bronze, its surface inlaid with the emblematic motif of three interlocking rings encircling a pair of sealed lips. Opposite the door and thirty feet down the hallway, there is a wall covered in spikes.
Detection: A thief searching the hall must make a DC 16 find trap check to notice that the door is likely trapped, evidenced by the pattern of scrapes in the stonework as if caused by friction from a large moving object. Searching the spiked wall reveals a secret door with a successful DC 16 Intelligence check.
Trigger: Anyone touching the door springs the trap. A thief inspecting the false door and failing a DC 16 find trap check also triggers the door’s spring mechanism.
Effect (Instantaneous): The door slams into whoever touches it with great alacrity and gains surprise. Others standing in a 5’-wide line between the spiked panel and the false door may also be struck by the trap’s door if they fail a DC 10 Reflex save. Anyone struck by the door suffers damage. The victim who triggered the trap is smashed into the spiked panel down the corridor and suffers damage (DC 15 Reflex save for half damage).
Deactivation: The door must be triggered and its latching mechanisms covered or stuffed with spikes, detritus, or wads of cloth. The thief can come up with this scheme by making a DC 14 disable trap check.
Reset: After smashing and spindling its victim, the Double Trap door rebounds and returns to its moorings.