Several small ceramic pots hang from the ceiling, making a gentle, pleasant clanking in the slight breeze.
|A pressure plate near the door operates a bellows that blows onto the pots, causing them to smash and break. They are filled with alchemist’s fire.
A rug has been laid over the pressure plate in front of the door. If it is moved, the pressure plate is easily seen.
Characters within 5 feet of the pots notice a slight acrid odor coming from the pots with a successful DC 16 Wisdom (Perception) check. Those that succeed may identify the scent as alchemist’s fire with a successful DC 14 Intelligence (Investigation) check.
A successful DC 16 Wisdom (Perception) check reveals a small hole in the wall near the pots. A followup DC 16 Intelligence (Investigation) check shows that the inside of the hole is lined with metal and appears to be some kind of nozzle.
When the pressure plate is stepped on, a gust of wind blows from the nozzle, causing the pots to crash against each other violently. All targets within 10 feet of the pots (which includes the square with the pressure plate) must make a DC 14 Dexterity saving throw. On a success, these targets take 1d6 fire damage. On failure, they take 3d6 fire damage and are set on fire. Each round, a target on fire takes 1d6 fire damage at the start of their turn. They may spend the entire round to douse the flames.
The pressure plate can be easily avoided if detected, or disabled with a DC 16 Dexterity check with thieves’ tools. Failure by 5 or more sets off the trap.
The nozzle can also be plugged by placing wood or metal in the nozzle and making a successful DC 16 Strength check. If this check fails, the plug fires at the target on the pressure plate when activated, and makes a +4 ranged melee attack for 1d4 piercing damage, as well as setting off the normal trap.