Befuddling Gas Trap
Level 11
Seven hidden nozzles ready to flood the room with a mind-fogging vapor. The gas creeps in unnoticed, thickening with each passing moment until those who breathe it can no longer trust their own senses.
Gas Release [Reaction] (inhaled, mental, poison)
Routine (1 action) The gas intensifies.
Level 11 · Complexity Complex
Stealth DC 31 (expert)
Disable
- Thievery DC 33 (master) — to disable the hidden mechanism on the north wall, immediately sucking the gas from the room
- Thievery DC 29 (expert) — to adequately plug one of the seven nozzles. When all seven nozzles are plugged or destroyed, the trap is deactivated.
AC 31
HP 32 · Hardness 20
Immunities critical hits, object immunities, precision damage
Trigger Both secret doors are closed and at least one creature is in the room
Effect Gas fills the chamber. Creatures within the chamber must succeed on a DC 30 Fortitude save or become stupefied 1 (stupefied 2 on a critical failure). The trap then rolls initiative.
Reset After an hour, the trap deactivates; the gas disperses slowly, and the doors can be opened again. After 24 hours, the gas builds up and the trap can be triggered again.