Daggerspring Floor
Trap
Level 10 Obstacle
XP 500

Several squares of the room (marked on the map) are trapped with spring-loaded blades, which trigger when stepped on. The trigger plates are old and stiff, and do not trigger when stepped on by Small or smaller creatures. While this renders any halfling (or other Small) PCs safe, it also means that the quicklings can run across the squares without harm.

Perception     DC 26: The character can discern all adjacent trapped plates.Thievery     DC 22: The party gains a +2 bonus to Perception checks to notice the trapped plates and Thievery checks to delay or disable the plates.TriggerWhen a creature enters or begins its turn in a trapped square, the trap attacks that creature.AttackOpportunity Action      Melee 1
Target: Creature in a trapped squareAttack: +13 vs. ReflexHit: 2d10+6 damage. On a critical hit, the target is knocked prone and slowed (save ends).Miss: Half damage.Countermeasures     Athletics DC 6 or Athletics (without a running start) DC 11: A character who makes a successful check can jump over a single plate.
     Thievery DC 26: An adjacent character can disable a trigger plate with a successful check.

Published in Dungeon Magazine 161, page(s) 42, Dungeon Magazine 164, page(s) 60.