The Goodman Gang Campaign (D&D 4e)
Trap- Spiked Gate Trap (02)
Lurker 2
Description:
Spiked Gate Trap
Level 2 Lurker
Trap
XP 125
Spears fire up through the top of the gate impaling you!
Trap: When the trap is triggered spears fire up impaling a PC climbing over the gate.
Perception
♦ DC 20: The character notices the hidden
mechanism that fires the spears.
Trigger
The trap attacks when a character attempts to
climb over the gate.
Attack
Immediate Interrupt - Melee 0
Target: The creature climbing over the gate.
Attack: +7 vs. AC
Hit: 2d8 + 3 damage, and target is impaled, effectively grabbed by the gate (escape DC15). Grabbed creatures take ongoing 5 damage.
Miss: the character must make a DC15 Athletics or Acrobatics check to cling on, if they fail they fall off the gate- no damage.
Target: The creature climbing over the gate.
Attack: +7 vs. AC
Hit: 2d8 + 3 damage, and target is impaled, effectively grabbed by the gate (escape DC15). Grabbed creatures take ongoing 5 damage.
Miss: the character must make a DC15 Athletics or Acrobatics check to cling on, if they fail they fall off the gate- no damage.
Countermeasures
♦ An adjacent character can disable the spears with a
DC 20 Thievery check.
♦ A character that makes a DC 20 Athletics check to
vault over the gate is outside of the spike’s reach.