Lock Trap
A sturdy metal door features a boxy lock studded with sharp rivets. (Note: The lock may be on a chest instead, in which case the chest contains a Minor Treasure.)
Attempting to pick the lock with thieves’ tools triggers Critical Failure. Any other method of opening the lock results in a Success. (As is the case with most locks, there is a decent chance the key is somewhere nearby!)
Exploration. An Engineering or Investigation check reveals that the keyhole is large enough to contain a trap. A Perception check or an examination of the floor reveals a drop of dried blood on the floor near the lock.
Lock. A creature can make an Investigation or thieves’ tools check to probe the lock for traps. This check is made with . On a success, the creature identifies the trap and makes Dexterity checks to disable the trap with advantage. Failing the check triggers a Critical Failure.
The lock can be smashed with a DC 19 Strength check or by attacking it (AC 19, 20 hit points, to poison and psychic damage).
Protection. A character wearing gauntlets is to the trap’s damage but has on Dexterity checks to pick the lock.
Spell Solve. unlocks the door but does not disable the trap.
- A creature can make a thieves’ tools check to disable the trap.
Potential Outcomes
Critical Failure. A blade extends from the lock, jabbing at the fingers of a would-be lockpicker. The triggering creature takes 5 (2d4) slashing damage. A creature damaged by the blade has on Dexterity checks involving manual dexterity (such as disarming traps) until it regains at least 1 hit point.
Failure. As a Critical Failure, except the blade deals 2 (1d4) slashing damage.
Success. The trap is disabled.
Critical Success. The trap is disabled, and the door is unlocked.