Poisoned Dart Passage
Trap
Level 6 Blaster
XP 250

This 20-foot-long corridor seems empty but for a single door on either end.

Trap: Poisoned darts fill the chamber like angry bees when the trap goes off.Perception     DC 12: The eastern door has a large keyhole.     DC 22: The character notices the small holes in the walls.     DC 25: The character notices that the broad flagstones are loose and may be pressure plates.Initiative +7TriggerWhen four squares of pressure plates are activated (four or more PCs enter the area) or someone tries to open the eastern door without the platinum key, the trap attacks as an opportunity action, then rolls initiative and attacks as a standard action each round thereafter. When the trap activates, both doors immediately close and lock. An open door can be prevented from closing if a character adjacent to the door when the trap is triggered makes an immediate DC 12 Athletics check. To hold the door open after that is a standard action requiring another DC 12 Athletics check on the character’s turn, and the character is considered Dazed (ends immediately when the character fails the Athletics check or voluntarily lets the door close).AttackOpportunity Action/Standard Action      Close burst fills room
Target: Each creature in burstAttack: +10 vs. ACHit: 2d4+3 damage, and ongoing 5 poison damage (save ends).Countermeasures     Thievery DC 25: (Standard Action) A successful check disables one square of the pressure-sensitive floor.
     Thievery DC 22: (Standard Action) A successful check opens the lock on either door. If the eastern door is unlocked in this way, the trap triggers and the door relocks.

Published in Dungeon Magazine 169, page(s) 20.