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Hazards

Subduing Gas Chamber

Level 5

commonComplexMechanicalTrap

A sealed room rigged to seal its door and flood with sleeping gas, meant to take captives rather than corpses. Spot the rig with Stealth +10 (Expert); shut it down with DC 26 Thievery (Trained) to disconnect the wire to the counterweight, preventing it from falling, or DC 20 Crafting (Alchemical Crafting) to create a counteragent to the sleeping gas.

Slam Door [Reaction]

Routine (1 action) Each round on its initiative count, the trap pumps more sleeping gas into the room. Any breathing creature in the room is exposed to the toxin.

Level 5 · Complexity Complex

Stealth +10 (Expert)

Disable

  • Thievery DC 26 (trained) — to disconnect the wire to the counterweight, preventing it from falling
  • Crafting DC 20 — to create a counteragent to the sleeping gas

AC 10

HP 40 · Hardness 10

Immunities critical hits, object immunities, precision damage

Trigger A creature opens the desk drawer without holding the release button under the desk

Effect The wooden door to the room slams shut and locks, and the trap rolls initiative.

Reset The gas must be manually reloaded.