Dart-Thrower
Trap
Level 1 Warder
XP 100

Dozens of minuscule holes pierce a 5-foot section of wall, each concealing a dart launcher.

Perception     DC 14: The character notices a pressure plate on the floor.     DC 17: The character spots the holes in the wall.TriggerThe trap attacks when a character steps on a pressure plate. It then enters the initiative order directly after the creature that triggered it, attacking each round for a total of 5 rounds. Thereafter, it must be reloaded before it can fire again.Attack • PoisonImmediate Reaction or Standard Action      Ranged 8
Target: Each creature on a pressure plate.Attack: +6 vs. ACHit: 1d6 + 4 poison damageCountermeasures     Thievery DC 14: An adjacent character can disable the pressure plate with a successful check.
     Thievery DC 14: An adjacent character can disable the dart throwers with a successful check. Three successful checks are required to completely disable the trap.
     A character in a trapped square closest to the wall can use a standard action to block the holes with a shield, an outstretched cloak, or a similar flat object. Doing so cuts the dart-thrower’s damage in half for its next attack.
     Athletics DC 5: A character who makes a DC 5 Athletics check (DC 10 without a 2-square running start) can leap over the pressure plate.

Published in FR1 Scepter Tower of Spellgard, page(s) 17.