An iron ladder is set into the wall that goes to the top. |
Mechanical Trap |
One of the rungs is spring loaded. When stepped on, it is activated. A DC 12 Wisdom (Perception) check allows the target to detect that a rung in the middle is slightly thicker, and that there are 6 inch slots under the rung where it connects to the sides. When a target steps on the rung, they must make a DC 12 Dexterity check to step off the rung as it travels downwards and then fires back up. On a failure the target is launched up and over the wall, and takes 3d6 falling damage as they land prone on the other side of the 20 foot wall. The trap can be bypassed with a successful DC 5 Dexterity (Acrobatics) check to step over the run. Failure results in a simple fall, taking 1d6 falling damage. It can be disabled with a DC 12 Dexterity check with thieves’ tools, or a DC 14 Dexterity check if some material is wedged into the slots. |