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Hazards

Dart Barrage

Level 3

commonComplexMechanicalTrap

A wall of innocent-looking musical pipes lines the chamber, their open mouths concealing dart launchers primed to sing death. Tread on the brass seal in the floor and the room answers with a hail of needles.

A creature can spot it with +11 Stealth (trained), or DC 23 (trained) to notice scratches around the musical pipes and a slight give to the seal. To disable it, attempt Thievery DC 22 (trained) to disable the pressure plate, or four Thievery DC 18 (trained) checks to plug the dart launchers.

In play

Dart Volley [Reaction] Trigger More than two Small or larger creatures step on the brass seal.

Routine (4 actions) The trap loses 1 action for each disabled launcher. On each of the trap's actions, it fires one dart at a creature in the center of the room — each dart strikes at +12 for 3d6 piercing, no multiple attack penalty.

Level 3 · Complexity Complex

Stealth DC 23 (trained)

Disable

  • Thievery DC 22 (trained) — (trained) to disable the pressure plate, or four Thievery
  • DC 18 (trained) — (trained) checks to plug the dart launchers

AC 22

HP 60 · Hardness 10

Immunities critical hits, object immunities, precision damage

Effect The trap makes up to four dart Strikes against creatures standing on the seal, then rolls initiative.

Reset The trap runs out of darts after 4 rounds of firing and must be reset manually by dismantling the walls to reload the launchers. If at any point there are no longer more than two creatures placing weight on the floor, the trap ceases firing but remains armed, ready to resume firing its remaining darts once triggered again.

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