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Spiked WallsHazard 1

Mechanical Trap 
Source The Path River Peeler pg. 17
Complexity Simple
Stealth DC 15 (trained) to spot the trip wire
Description A low trip wire connects to a lattice panel covered with wooden spikes.
Disable DC 15 Thievery (trained) to snip the trip wire or jam the panel
AC 15; Fort +9, Ref +1
Hardness 5, HP 24 (BT 12); Immunities critical hits, object immunities, precision damage, Weaknesses slashing 2
Spiked Wall [reaction] Trigger A creature triggers the trip wire; Effect A lattice panel lashed with wooden spikes swings shut across the passage. The triggering creature takes 3d6 piercing damage (DC 17 basic Reflex save). The panel provides lesser cover and prevents movement along the passage. The panel can be pushed open like a door with an Interact action, but it swings shut again unless wedged open with a heavy object.

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