Rigged Elevator
This 10-foot-square elevator has metal walls, ceiling, and floors. The only exit is a hatch in the ceiling.
When the elevator’s door closes, it plunges 30 feet down the shaft before coming to a sudden halt. Each creature in the elevator takes 10 (3d6) bludgeoning damage from the fall. Opening the ceiling hatch allows a creature to climb the elevator shaft and return to the original floor.
Every 3 rounds, the elevator plunges another 30 feet down the shaft, inflicting another 10 (3d6) bludgeoning damage to each creature inside the room.
Trap. The fault can be detected with a DC 13 Engineering check.
Room. A Perception check, or jumping up and down inside the room, reveals that the room trembles when creatures move about inside, as if it weren’t fixed in place.
- Opening the metal hatch requires both a thieves’ tools check to pick the lock and a Strength check to force it open. Alternatively, two successful melee attacks against AC 17 open the hatch.
- A creature that makes a Strength check to pry back the room’s wall reveals gears and other machinery. A creature can make an Engineering check to repair the exposed machinery, allowing the elevator room to move between floors safely.
Potential Outcomes
Critical Failure or Failure. The attempt has no effect.
Success or Critical Success. The creature succeeds in its goal.