The corridor makes a 90 degree turn to the right. |
Magical Trap |
The corner is trapped by a good old fashioned spring loaded spike trap, it’s just that the spikes are invisible force spikes. A DC 14 Wisdom (Perception) check detects what appears to be an unusual tile in the floor. On closer inspection, this appears to be a pressure plate. A DC 16 Wisdom (Perception) check reveals 2 sturdy springs embedded on the corner of the intersection in the wall. When the pressure plate is stepped on, a spiked wall of force appears attached to the springs, which propel them towards the target. This acts as a +12 melee attack for 4d6 piercing damage. Once activated, the wall stays and blocks the path for 10 minutes. The pressure plate can avoided with a DC 12 Strength (Athletics) check by jumping over it. It can also be disabled via a DC 14 Dexterity check with thieves’ tools. The springs can be removed with a DC 16 Strength check. They come out as a pair. The wall will still appear on the springs and quickly move through a 90 degree arc if the pressure plate is stepped on. The springs must be more than 100 feet away from the plate to render them inert. A detect magic detects an aura of evocation on the pressure plate. A dispel magic renders the pressure plate and springs inert. |