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Befuddling Gas TrapHazard 11

Legacy Content

Complex Mechanical Trap 
Source Pathfinder #165: Eyes of Empty Death pg. 52
Complexity Complex
Stealth +21 (expert) or DC 31 (expert) to notice the hidden override mechanism on the north wall.
Description Seven nozzles hidden within holes in the 15‑foot-high ceiling release a poison gas.
Disable DC 33 Thievery (master) to disable the hidden mechanism on the north wall, immediately sucking the gas from the room, or DC 29 Thievery (expert) to adequately plug one of the seven nozzles. When all seven nozzles are plugged or destroyed, the trap is deactivated.
AC 31, Fort +24, Ref +18
Nozzle Hardness 20, Nozzle HP 32 (BT 16); Immunities critical hits, object immunities, precision damage
Gas Release [reaction] (inhaled, mental, poison) Trigger Both secret doors are closed and at least one creature is in the room; Effect Gas fills the chamber. Creatures within the chamber must succeed on a DC 30 Fortitude save or become stupefied 1 (stupefied 2 on a critical failure). The trap then rolls initiative.
Routine (1 action) The gas intensifies. Each creature in the room must make a DC 30 Fortitude save.
Critical Success The creature is unaffected and becomes temporarily immune to the gas for 1 hour, though if the creature has already been stupefied by the trap, that condition remains for its normal duration.
Success The creature is unaffected.
Failure The creature becomes stupefied 1 for 24 hours. If the target is already stupefied, the condition value increases by 1 (to a maximum of stupefied 4) and the target takes 8d6 mental damage.
Critical Effect As failure, except the target takes double the mental damage.
Reset After an hour, the trap deactivates; the gas disperses slowly, and the doors can be opened again. After 24 hours, the gas builds up and the trap can be triggered again.