The hardwood floor in this hallway is highly polished.
|A pit is in the middle of the hallway. Just beyond the pit the floor is very polished and slippery.
A DC 12 Wisdom (Perception) check reveals a 10′ x 10′ area outlined by seams in the floor.
A DC 14 Wisdom (Perception) check shows that the 10′ x 10′ area just beyond the seams is more glossy than the rest of the floor.
Stepping on the seamed area causes the floor to open up into a 20′ pit. Creatures in the 10′ x 10′ area must make a DC 14 Dexterity saving throw or fall into the pit, taking 2d6 falling damage.
A creature that jumps over the pit lands on the slippery floor and must make a DC 16 Dexterity saving throw, or fall back into the 10′ x 10′ area above the pit. If the trap door is opened, the creature falls in as above. Otherwise, the creature must make a DC 14 Dexterity saving throw at disadvantage, or fall into the pit.
A creature climbing out of the pit must make a DC 12 Dexterity saving throw when the reach the top next to the glossy floor or fall back into the pit, taking 2d6 falling damage if they are not secured by anything.
The trap door over the pit can be disabled by wedging small, sturdy devices into it, such as pitons with a successful DC 14 Dexterity check. With thieves’ tools, this check has advantage.