A large wooden chest sits in the corner. |
Mechanical Trap |
The chest has an air bladder operated blow gun inside.
There are 4 small screws on the top of the lid near the back. A DC 14 Intelligence (Investigation) check suggests that these screws have no obvious function. A DC 14 Dexterity check with thieves’ tools is required to open the box. When the box is opened, the lid pushes an air bladder which fires a poison dart with a +4 melee attack for 1d4 hp of piercing damage. On a successful hit, the stricken creature must make a DC 14 Constitution saving throw or fall asleep for 1d4+1 hours. After one hour, the sleeping creature may be awoken normally. However, before then, the creature can only be awakened by either a DC 15 Medicine check or magical healing. The trap can be avoided by opening the box from behind. It can be disabled by unscrewing the 4 small screws. |