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Trapped PortcullisHazard 11

Legacy Content

Mechanical Trap 
Source Kingmaker Adventure Path pg. 387
Complexity Simple
Stealth D 36 (master)
Description Two portcullises drop down to block progress through this area.
Disable DC 33 (master) to disable the trigger that causes the portcullises to drop
AC 30, Fort +24, Ref +18
Portcullis Hardness 18, Portcullis HP 72 (BT 36); Immunities critical hits, object immunities, precision damage
Drop from Ceiling [reaction] Trigger A character enters a square between the two portcullises; Effect Both portcullises drop from the ceiling; attempting to lift one requires a DC 30 Athletics check to Force Open. When the portcullises drop, creatures in adjacent squares must attempt a DC 30 Reflex save.

Critical Success The creature is unharmed and can take a Step as a reaction to move to an adjacent square.
Success As critical success, but the creature takes a glancing blow from the falling portcullis for 2d12+15 bludgeoning damage.
Failure The creature is struck by the falling portcullis for 4d12+30 bludgeoning damage and is knocked prone in their square.
Critical Failure The creature is struck by the falling portcullis for 6d12+45 bludgeoning damage, is knocked prone, and is immobilized by the portcullis as it pins them to the ground until they can Escape or Force Open the portcullis (DC 30).
Reset The trap can be manually reset with a 10-minute Manipulate activity performed in the hallways to the east or west of this area, as long as neither portcullis is broken or destroyed.