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The Double Scythe

Room

DCC ATG · p.21

Open source p.21

Area 2-8 – The Double Scythe

The air hangs thick in this narrow passage that extends thirty feet forward into the obscurity of the dungeon. The stonework beneath your feet is covered with a thin layer of dust.

The trap in this hallway causes two powerful scythe blades to emerge from the ceiling and floor at the same time, swinging in opposite directions and threatening all characters within 10’ of the triggering pressure plate.

Detection: A successful DC 20 find trap check notices the pressure plate among the stonework.

Trigger: The trap in this hallway is activated by a character stepping upon the pressure plate halfway down the hall or on a failed attempt to disarm the trap.

Effect (Instantaneous): All characters standing within 10’ of the pressure plate in the corridor (in either direction) are simultaneously subjected to two attacks by two great reaper’s blades, one at head level and one at knee level. Each is a melee attack that deals damage. These attacks count as critical hits on a roll of 18-20; critical hits by the double scythe trap are rolled with a on Crit Table V.

Deactivation: A thief must remove the plate from the floor. Once the mechanics are exposed, they may opt to disable the pressure plate, leaving the blades in their hiding places or sabotage the reset mechanisms leaving the trap in a triggered, open state. In either case, the thief deactivates the trap on a DC 20 disable trap check.

Reset: Once the blades have swept the corridor, a spring system pulls the trap back into place.