A walnut armoire is in the corner, sitting atop an ornate wooden floor.
|A bear trap is concealed in the wooden floor.
A DC 12 Wisdom (Perception) check detects that the pattern in the floor has some seams in it in the shape of a large oval, with a center circle.
A DC 12 Intelligence (Investigation) check reveals that several pieces of wood are removable.
If the section of floor is stepped on in front of the armoire, the bear trap under the floor is activated. The target must make a DC 14 Dexterity saving throw or take 2d6 piercing damage, and become restrained. It requires a DC 16 Strength check to open the trap. A DC 14 Dexterity check with thieves’ tools can also open the trap, but failure by 5 or more causes an additional 1d6 piercing damage.
The wood in the center can be removed with a DC 12 Dexterity check. This exposes the center of the bear trap. Failure sets off the trap.
The sides can be removed as well with a DC 12 Dexterity check which exposes the sides. Failure does not set off the trap.
Once exposed, the trap can be disabled with a DC 14 Dexterity check with thieves’ tools. Failure by 5 or more sets off the trap.
Of course, the trap can be set off with a device 5 foot in length or more with no consequence.