Fake Lair Entrance
Trap
Level 12 Solo Warder
XP 3500

A passageway into the dragon’s lair suddenly reaches a large wooden door. When the door is opened to reveal nothing but a dead end, a heavy bronze door falls closed behind the intruders, trapping them as poisonous gas flows into the room.

Trap: A hallway approximately 2 squares wide and 6 squares long has a trapped wooden door at the end that, when triggered, causes a smooth bronze plate to be dropped, entombing the targets in a small area slowly filling with poisonous gas.Perception     DC 16: The character notices the sliding bronze door before it is dropped.     DC 21: The character notices that the wooden door is trapped.Dungeoneering     DC 21: The character notices that the passageway is not heavily trafficked.Initiative +15TriggerThe trap rolls initiative when the wooden door is opened. Immediately, the sliding bronze door falls and traps those inside the area. Poisonous green gas starts erupting from six hidden nozzles in the walls of the corridor.Attack * PoisonStandard Action      Melee
Target: Each creature in the sealed corridorAttack: +17 vs. FortitudeHit: 1d6 poison damage for each round the trap has been active, up to a maximum of 6d6.Miss: Half damage.Effect: After 10 rounds, the bronze door lifts and the wooden door automatically closes itself, resetting the trap.Countermeasures     Thievery DC 21: A character can disarm the wooden door’s triggering trap with a successful check. The character can now open the wooden door to reveal the blank wall.
     Athletics DC 16: A character can try to slow the gas from exiting a vent with a successful check. If successful, the damage rolled for the next attack is not increased by 1d6 this round.
     Thievery DC 21: A character can try to permanently disable a gas vent with a successful check. If successful, the damage rolled for the next attack is not increased by 1d6, and the maximum damage is 1d6 less per disabled vent.
     Athletics DC 21: A character can try to lift the bronze door with a skill check; one other person can assist from the inside, and two people can assist from the other side of the door.
     A character can attack the bronze door (AC 20, other defenses 16; hp 100; resist 10 all). Destroying the door allows characters to leave the trapped area.

Published in Draconomicon: Metallic Dragons, page(s) 59.