Overcompensating Fire Trap

Mechanical trap

This trap is activated when the weight of the tabletop lightens by more than 4 ounces (removing two items), which severs a wire and drops a highly explosive bundle under the table. Any creature who removes one object from the table notices the table’s slight shift with a successful DC 15 Wisdom (Perception) check. A DC 15 Intelligence (Investigation) check reveals the nature of the trap and a successful DC 15 Dexterity check made with thieves’ tools will disarm the trap. Attempting to disarm the trap, and failing, triggers the trap. Once the trap is activated, creatures within 25 feet of the explosion (the entire room, including the door and window) must make a DC 15 Dexterity saving throw (the door and window automatically fail). A target takes 14 (4d6) fire damage on a failed save, or half as much damage on a successful one.

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