The Goodman Gang Campaign (D&D 4e)
Trap- Camouflaged Pit Trap (02)
Warder 2
Description:
Camouflaged Pit Trap
Level 2 Warder
Trap
XP 125
Suddenly the floor gives way!
Trap: When the floor hinges open dropping PCs into the cage suspended below.
Perception
♦ DC 22: The character notices that the
squares hiding the pit trap bow in slightly.
Trigger
The trap triggers when a character enters one
of its squares.
Attack
Immediate Reaction - Melee 1
Target: The creature that entered one of the trap's squares.
Attack: +4 vs. Reflex
Hit: 2d10 + 3 damage, and the target falls prone in the cage suspended below.
Miss: the target returns to the last square it occupied, falls prone, and its move action ends.
Target: The creature that entered one of the trap's squares.
Attack: +4 vs. Reflex
Hit: 2d10 + 3 damage, and the target falls prone in the cage suspended below.
Miss: the target returns to the last square it occupied, falls prone, and its move action ends.
Countermeasures
♦ An adjacent character can trigger the trap with a
DC 15 Thievery check.
♦ An adjacent character can disable the trap with a
DC 20 Thievery check.
♦ A DC 20 Dungeoneering check grants the party
a +2 bonus to Thievery checks to delay or disable
the trap.