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Hazards

Trapped Portcullis

Level 11

commonMechanicalTrap

Heavy iron grates suspended above a passage, held until someone trips the hidden trigger. When they fall, they come down hard enough to pin or crush whoever stands beneath them.

Drop from Ceiling [Reaction]

Critical Success The creature is unharmed and can take a Step as a reaction to move to an adjacent square.

Success As critical success, but the creature takes a glancing blow from the falling portcullis for 2d12+15 bludgeoning damage.

Failure The creature is struck by the falling portcullis for 4d12+30 bludgeoning damage and is knocked prone in their square.

Level 11 · Complexity Simple

Stealth D 36 (master)

Disable DC 33 (master) — (master) to disable the trigger that causes the portcullises to drop

AC 30

HP 72 · Hardness 18

Immunities critical hits, object immunities, precision damage

Trigger A character enters a square between the two portcullises

Effect Both portcullises drop from the ceiling; attempting to lift one requires a DC 30 Athletics check to Force Open. When the portcullises drop, creatures in adjacent squares must attempt a DC 30 Reflex save.

Reset The trap can be manually reset with a 10-minute Manipulate activity performed in the hallways to the east or west of this area, as long as neither portcullis is broken or destroyed.