General Hazards | Adventure-Specific Hazards | Weather Hazards


Dart BarrageHazard 3

Legacy Content

Complex Mechanical Trap 
Source Pathfinder #157: Devil at the Dreaming Palace pg. 24
Complexity Complex
Stealth +11 (trained) or DC 23 (trained) to notice scratches around the musical pipes and a slight give to the seal
Description Four dart-loaded pipes hidden in the diagonal walls are connected to a pressure plate under the brass seal in the room's center.
Disable Thievery DC 22 (trained) to disable the pressure plate, or four Thievery DC 18 (trained) checks to plug the dart launchers
AC 22, Fort +13, Ref +7
Hardness 10, HP 60 (BT 30) to destroy the seal and disable the trap; Immunities critical hits, object immunities, precision damage
Dart Volley [reaction] Trigger More than two Small or larger creatures step on the brass seal. Effect The trap makes up to four dart Strikes against creatures standing on the seal, then rolls initiative.
Routine (4 actions) The trap loses 1 action for each disabled launcher. On each of the trap's actions, it fires one dart at a creature in the center of the room.
Ranged dart +12, Damage 3d6 piercing, no multiple attack penalty
Reset The trap runs out of darts after 4 rounds of firing and must be reset manually by dismantling the walls to reload the launchers. If at any point there are no longer more than two creatures placing weight on the floor, the trap ceases firing but remains armed, ready to resume firing its remaining darts once triggered again.