Subduing Gas Chamber
Level 5
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.
Pathfinder Second Edition material on Narrative Nexus is used under the ORC License or the Open Game License v1.0a, with each entry's notice naming the license that applies. Paizo, the Paizo golem logo, and Pathfinder are registered trademarks of Paizo Inc. This product is not affiliated with or endorsed by Paizo Inc.