Canopy Drop

Level 4Hazard
HazardMediumLegacy
AC
20
HP
40 (BT 20)
Speed
0 ft.
Perception
+0
Fort
+13
Ref
+8
Will
+0
Stealth DC
15
Immunities precision, critical-hits
Recall Knowledge DC 19 (arcana)

Abilities

Flush

Trigger Two or more creatures stand on the trapped spaces


Effect One round after the trap is triggered, all creatures in the room fall 40 feet down the shaft to area E36 , taking 20 bludgeoning damage from the fall plus 2d6 piercing damage as they land in the spiked pit.

The creatures can Grab an Edge to snag the hammock or one of the hanging storage containers to avoid falling.

The DC to Climb the walls or Grab an Edge is 20.

Disable DC 23 thievery (expert) to jam the mechanisms and keep the trapdoor from opening, or to locate the bypass switch hidden under a stair riser just outside the room

A trapdoor, connected to floor sensors, opens in the section of floor marked on the map, while the surrounding floor suddenly tilts to a 45-degree angle and the fountains in the wall begin spraying at high pressure, making the tile slippery and pushing creatures toward the open chute.