Gas Trap
Level 5
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.