The Guillotine Door
RoomDCC ATG · p.19
Open source p.19Area 2-7 – The Guillotine Door
The end of this passageway contains a heavy-looking iron door spanning the entire height of the ten-foot-tall corridor.
Above this door is a slot that hides a heavy guillotine knife. The knife is propped up by the door itself. Its thin edges are coated with a rough substance, so it doesn’t immediately fall once the door opens; it takes several seconds for its weight to overcome the friction.
Detection: A thief searching the door for traps will notice a slit above the door jamb and a slot running along either side of the door with a DC 12 find trap check. The upper slit is where the guillotine blade drops from; the slots are guides. Further investigation automatically shows signs of wear in the guide slots. If the obscuring fog has been deactivated in area 2-3, the guillotine blade can also be seen without an additional check.
Trigger: The trap is triggered by opening the door.
Effect (Instantaneous): A guillotine blade drops from the slot, cutting through anything in the door frame. This blade makes a melee attack against the PC who opened the door, inflicting damage on a hit. A character who takes damage from this trap must immediately make a Luck check; on a failure, the guillotine severs any limb in the door for an additional damage plus a permanent reduction of Agility.
Deactivation: The trap can be disabled by jamming the upper slit with an iron spike (or similar) with a successful DC 10 disable trap check. Blocking the guide slots is less effective and requires a DC 15 disable trap check to succeed.
Reset: Carefully pushing the guillotine blade back into place and closing the door resets the trap.