A wooden door leads to the next room. |
Mechanical Trap |
The door is locked but the bar is propped open. The bar slams shut if the trap is set off. A DC 14 Intelligence (Investigation) check detects small gears near the rotating point of the bar. A DC 14 Dexterity check with thieves’ tools is required to unlock the door. If the door is unlocked without disarming the trap, the target must make a DC 14 Dexterity saving throw or take 4d6 bludgeoning damage from the bar, which slams downwards. The gears can be jammed with a successful DC 16 Dexterity check with thieves’ tools. This prevents the bar from slamming down. Once the bar has been activated, the gears must be reset to open the bar. This requires a DC 15 Dexterity check with thieves’ tools. |