Spike Tube
Trap
Level 9 Warder
XP 400

Hidden tubes with powerful springs lurk within the walls, waiting to launch brutal iron spikes.

Perception     DC 24: Through careful study, you determine how the mechanism fits together, allowing you to advise your allies how to work on it. This grants your allies a +2 bonus to Thievery checks made to disable the trap. (Each of the three traps requires a separate Perception check to grant this bonus.)Initiative +10TriggerIf the PCs open the door without disarming all three traps, or if the characters fail four total countermeasure attempts (see below), all remaining traps fire.AttackStandard Action      Melee 2
Target: Everyone within the cell.Attack: +17 vs. AC; a prisoner chained by the manacles in the cell is hit automatically.Hit: 2d8+7 damage; against a prisoner chained by the manacles, this is considered a coup de grace attack, dealing 23 damage per functioning trap. In Durkik‚Äôs case, this is more than enough to kill him.Countermeasures     Athletics DC 28: A character adjacent to the cell door can reach through the bars and attempt to physically wrench a tube offtarget, thus disarming it, with a successful check. Only two of the three traps are positioned to make this possible.
     Thievery DC 28: A character adjacent to the cell door can disarm one of the three tubes with a successful check.

Published in Dungeon Magazine 161, page(s) 21.