Ratling-Catcher Trap
The passage features two gates made of metal bars; the first is open while the second, 10 feet farther down the passage, is closed.
The second (farther) gate is locked. When a creature jostles, hits, or tries to open or close either gate, a Failure is triggered.
Gates. Both gates are objects with AC 19, 30 hit points, immunity to poison and psychic damage, and a damage threshold of 10. The gaps between the bars are 6 inches wide. Each gate bears a lock that automatically engages when the gate is closed. An Engineering or Investigation check, or an examination of the hinges, reveals that jostling a gate could set off mechanisms built into the hinges.
A single key unlocks both gates. The trap is disabled while the key is in either lock.
Spell Solve. Knock opens one gate.
- A creature can make a Strength check to bend or break a gate’s bars, creating a space wide enough to allow passage.
- A creature can make a thieves’ tools check to unlock a gate. On a critical success, the creature unlocks the gate, allowing that gate to be opened and closed without triggering a Failure.
- A creature can make an Engineering check to disable the mechanism on one gate, allowing it to be opened and closed without triggering a Failure. On a critical success, the gate is also unlocked.
- A Sleight of Hand check allows a creature to open or close an unlocked gate without triggering a Failure.
- A creature can make an Acrobatics check to contort through the bars.
Potential Outcomes
Critical Failure or Failure. If either gate is open or unlocked, it swings shut and locks. When a gate closes, a creature within 5 feet of it can make a Strength saving throw . On a failure, the gate closes and locks as usual. On a success, the character prevents the gate from closing this turn, although the trap is still active. A large, sturdy object propped in the gateway also prevents the gate from closing.
Success or Critical Success. The creature succeeds in their attempt.