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Hazards

Gas Trap

Level 5

commonComplexMechanicalTrap

Stealth +14 (trained) to smell the poison gas or hear it hissing

Disable Four DC 20 Thievery checks to block the gas vents, or a DC 26 Thievery check to unlock the door and escape

Door Hardness 13

Door HP 52 (BT 26)

Immunities critical hits, object immunities, precision damage

Toxic Gas [Reaction]


Routine Each round on its initiative count, the trap pumps more toxic gas into the room. Any breathing creature in the room takes 4d6 poison damage (a successful DC 22 Fortitude save halves the damage taken).

Level 5 · Complexity Complex

Stealth +14 (trained) to smell the poison gas or hear it hissing

Disable

  • Thievery DC 20 — checks to block the gas vents, or a
  • Thievery DC 26 — check to unlock the door and escape

HP 52 · Hardness 13

Immunities critical hits, object immunities, precision damage

Trigger A creature opens one of the drawers

Effect The door to the room slams shut and locks and the trap rolls initiative. (The trap can also be triggered manually or disarmed from area **E30**.)

Reset The trap must be manually rearmed by unblocking the vents or replacing the poison gas tank in area E30.