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Hazards

Falling Portcullis

Level 6

commonMechanicalTrap

An iron grate poised in the ceiling, balanced on a hair-trigger to slam down the moment someone crosses beneath it.

In play

Falling Portcullis [Reaction]

  • Critical Success The creature dodges aside into an adjacent square (the player chooses which square they end up in).
  • Success As critical success, but the creature takes a glancing blow from the falling portcullis and takes 2d8 bludgeoning damage.

Disable DC 25 Thievery (trained) to lock the portcullis.

Level 6 · Complexity Simple

Stealth DC 25 (trained)

Disable Thievery DC 25 (trained) — to lock the portcullis

AC 24

HP 56 · Hardness 14

Immunities critical hits, object immunities, precision damage

Trigger The trip wire is pulled or severed (typically by a person walking through the archway into area **G2**)

Effect The portcullis comes crashing down, sealing the entrance and alerting the denizens of the keep to the intruder's presence. Any creature passing under the portcullis or standing below it must attempt a DC 27 Reflex save. Once it falls, the portcullis can be lifted with a DC 30 Athletics check to Force it Open, or via the winch in area **G2**.