The Doormen
In the Doormen trap, the suits of armor flank a scarred wooden door instead of a chest. Any reference to the chest is ignored. The trap is triggered if a character steps or puts weight on the 5 by 5-foot pressure plate hidden directly in front of the doorway. Opening the door does not trigger the trap. While the door is open, the pressure plate can be jumped over.
Exploration. A Perception check or an examination of the floor reveals the pressure plate in front of the door. An Investigation check or an examination of the door reveals that the scars on the door were caused by axe blades.
Suits of Armor. Each suit of armor is an object with AC 18, 20 hit points, and immunity to lightning, poison, and psychic damage. Attacking a suit of armor and failing to destroy it triggers a Failure. Destroying a suit of armor prevents it from making further attacks, turning any Critical Failure into a Failure. If both suits are destroyed, the trap is disabled.
- A creature can make a thieves’ tools check to disable a suit of armor’s mechanism (preventing that armor from attacking) or the pressure plate in front of the door.
Potential Outcomes
Critical Failure. Both suits of armor swing their axes. Each suit of armor makes a melee attack with a +5 bonus against a creature within 5 feet of a suit of armor or the doorway, dealing 4 (1d8) slashing damage on a hit. After a hit or miss, the trap resets and can be triggered again.
Failure. As Critical Failure, but only one suit of armor swings its axe.
Success. The trap isn’t triggered.
Critical Success. The trap is disabled.