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Fleet Warrior's Crucible

nd tier (
(less than 1 hour)

The ceiling and walls of this hallway are covered in strange, ancient script from a long dead language— carvings that conceal four connected traps, one of which is magical. When a creature moves within 10 feet of a magic sensor or one of six pressure plates concealed on the ground registers 30 or more pounds of weight, all four traps activate. Activating the traps causes a hail of arrows to fill the passageway, electricity to crackle across the floor, sharp blades to slice out of the walls, and corrosive gas floods the area! For the next minute the shocking floor trap is unable to activate

Aligned. Creatures with the Good trait are immune to the effects of the shocking floor.

Extra Dead Language. Ability checks made to decipher the script in this hallway with magic have disadvantage.

Sequenced. When one of these traps is triggered, all of the other traps are also triggered (even if they are deactivated).

Spell Solve. Dispel magic (or any other effect that negates magic) and a spellcasting ability check deactivates the shocking floor’s magic sensor for 1 hour, but none of the other traps.

Trap. The mechanical traps of the Fleet Warrior’s Crucible (the hail of arrows, slicing blades, and corrosive gas) can be detected with an Investigation check, but only a DC 24 Perception check notices the shocking floor’s magical sensor. If all of the traps are not detected, it automatically triggers a critical failure.

Possible Solutions

Any creature is able to activate the traps. An adventurer can make a Dexterity check to wedge a dagger beneath the pressure plate or a thieves’ tools check to disarm the pressure plate before triggering the hail of arrows, slicing blades, and corrosive gas. Painstaking and careful alterations to the carvings of the shocking trap’s magical sensor can deactivate it for 1 minute before it repairs itself. Deciphering the dead language reveals that anyone extremely swift (with a total movement of no less than 70 feet on their turn) can cross the hallway without activating the magical sensor.

Critical Failure: Each creature touching the floor of the hallway makes a Strength saving throw with disadvantage , taking 24 (7d6) lightning damage on a failure, or half damage on a success. Dust and cobwebs erupt as arrows fly out to strike at every creature in the hallway, making ranged weapon attacks with advantage .

Arrow. Ranged Weapon Attack: +10 to hit, range 80/320 ft., one target. Hit: 7 (2d6) piercing damage.

Each creature in the hallway makes a Dexterity saving throw with disadvantage, taking 18 (4d8) slashing damage on a failure, or half damage on a success.

Acidic gas spews into the room with stormlike force, heavily obscuring the entire area. When a creature starts its turn in the gas or first enters into the gas on a turn, it must make a Constitution saving throw, taking 14 (4d6) acid damage on a failed save, or half as much on a success. The corrosive gas remains for 1d4 hours and afterwards the door into the tomb must be destroyed or forced open.

Failure: As a critical failure, but saving throws are not made with disadvantage and ranged weapon attacks do not have advantage. In addition, the corrosive gas begins in the area adjacent to the door into the tomb on the far end of the hallway, spreading 5 feet each round.

Success: The adventurers deactivate one of the four traps. Doing so has no effect on the Fleet Warrior’s Crucible unless all four traps are deactivated. The magical sensor can be deactivated for 1 minute, in which case a second success permanently deactivates it. Permanently deactivating the magical sensor has no effect unless all four traps are permanently deactivated, in which case the Fleet Warrior’s Crucible is permanently destroyed.

Critical Success: The adventurers avoid or deactivate all four traps, and can either permanently deactivate the Fleet Warrior’s Crucible or pass it safely and leave it active for someone else to deal with. The simple, narrow coffin sitting in the middle of the 20-foot diameter chamber is protected by a vicious surprise waiting to subdue the unwary. Once the creature has been slain or the mechanisms to release it are undone, the coffin’s lid can safely be removed to reveal the remains of the Fleet Warrior. The skeleton’s arms are crossed over its chest and in each hand rests an enchanted throwing dagger of truly unique make—Kylian Knives.