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Falling PortcullisHazard 6

Legacy Content

Mechanical Trap 
Source Kingmaker Adventure Path pg. 149
Complexity Simple
Stealth DC 25 (trained)
Description A tripline under the arch causes the keep's portcullis to slam down, sealing the entrance and alerting the denizens of the keep to the intruder's presence.
Disable DC 25 Thievery (trained) to lock the portcullis
AC 24, Fort +17, Ref +11
Hardness 14, HP 56 (BT 28); Immunities critical hits, object immunities, precision damage
Falling Portcullis [reaction] Trigger The trip wire is pulled or severed (typically by a person walking through the archway into area G2); Effect The portcullis comes crashing down, sealing the entrance and alerting the denizens of the keep to the intruder's presence. Any creature passing under the portcullis or standing below it must attempt a DC 27 Reflex save. Once it falls, the portcullis can be lifted with a DC 30 Athletics check to Force it Open, or via the winch in area G2.

Critical Success The creature dodges aside into an adjacent square (the player chooses which square they end up in).
Success As critical success, but the creature takes a glancing blow from the falling portcullis and takes 2d8 bludgeoning damage.
Failure As critical success, but the creature takes a solid blow from the falling portcullis and takes 4d8+18 bludgeoning damage.
Critical Failure The portcullis lands squarely on the creature, inflicting 6d8+18 piercing damage and immobilizing them. A Medium or smaller creature is also knocked prone.