The Goodman Gang Campaign (D&D 4e)
Trap- Poison Needle Trap (06)
Warder 6
Description:
Poison Needle Trap
Level 6 Warder
Trap
XP 250
A needle fires out of the lock on the drawer!
Trap: When the trap is triggered a needle fires out of the lock at the PC opening the drawer.
Perception
♦ DC 22: The character notices the needle
mechanism inside the lock.
Trigger
The trap attacks when a character opens the
drawer.
Attack
Immediate Reaction - Melee 1
Target: The creature opening the drawer.
Attack: +11 vs. AC
Hit: 1d4 + 3 damage, and ongoing 10 poison damage and the target is slowed (save ends both).
Target: The creature opening the drawer.
Attack: +11 vs. AC
Hit: 1d4 + 3 damage, and ongoing 10 poison damage and the target is slowed (save ends both).
Countermeasures
♦ An adjacent character can disable the poison needle trap with a
DC 25 Thievery check.
♦ A DC 20 Dungeoneering check grants the party
a +2 bonus to Thievery checks to delay or disable
the trap.