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Plague Gas Lock

rd tier (
Challenge
DC
Area
(less than 1 hour)

This iron door’s lock resembles a skull; the skull’s nose functions as the keyhole.

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 advantage . 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, immunity to poison and psychic damage).

Spell Solve. Knock unlocks the door but does not disable the trap.

Possible Solutions
  • A creature can make a thieves’ tools check to disable the trap.

Potential Outcomes

Critical Failure. A 15-foot cone of diseased air blasts from the lock. Each creature in the area makes a Constitution saving throw . Creatures within 5 feet of the lock make this saving throw with disadvantage . On a failure, a creature takes 21 (6d6) necrotic damage and contracts slimy doom (see the contagion spell). On a success, the creature takes half damage and doesn’t contract the disease.

Failure. As a Critical Failure, except the cone of diseased air is 5 feet.

Success. The trap is disabled.

Critical Success. The trap is disabled, and the door is unlocked.