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Hazards

Trapped Gate

Level 1

commonMechanicalTrap

A gate fitted with a hidden, hair-thin trigger that snaps the moment someone tries to swing it open, driving spikes into whoever stands in the way.

Impale Trespasser [Reaction]

Level 1 · Complexity Simple

Stealth DC 17 (trained)

Disable Thievery DC 15 (trained) — to disable the thin trigger that snaps when attempting to open the gate.

AC 16

HP 20 · Hardness 5

Immunities critical hits, object immunities, precision damage

Trigger A creature attempts to open the gate

Effect A loud alarm rings and set of wooden spikes swings up from below and over the gate, dealing 3d8 piercing damage to the triggering creature (DC 17 basic Reflex save). If the creature takes damage from the spikes, they also become Grabbed by the gate. The creature can attempt to Escape (DC 17). If the creature succeeded at their basic Reflex save, they gain a +1 circumstance bonus to their checks to Escape, as the spikes didn’t fully impale them. If the creature critically failed their basic Reflex save, they take a –2 circumstance penalty to their checks to Escape, as the spikes are embedded particularly deep.