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Hazards

Shuffling Hall

Level -1

commonMechanicalTrap

A stretch of corridor floor rigged to upend itself. Step on the wrong stone and the whole hall flips, tumbling the unwary into whatever waits below.

Disable DC 12 Thievery to deactivate one pressure plate.

Flip [Reaction]

Reset automatic

Level -1 · Complexity Simple

Stealth DC 15

Disable Thievery DC 12 — to deactivate one pressure plate

AC 18

HP 12 · Hardness 4

Immunities object immunities

Trigger A creature steps on a pressure plate

Effect The floor and adjoining wall rotate up and over on a central axle, tipping the triggering creature into an adjacent featureless room and simultaneously replacing the pressure plate and wall with another set on the same axle. The triggering creature is pushed into an adjoining room, takes 1d8 bludgeoning damage, and lands prone. A creature who succeeds at a DC 19 Reflex save takes no damage and rolls out of the way of the trap, returning to the space they were in before stepping on the pressure plate.

Reset automatic