Swinging Blades
The corridor ahead is filled with churning blades for 20 feet or more of the passage. Whenever an adventurer enters into a square in the area or begins their turn there, they are attacked by a swinging blade.
History. A History check reveals information about the people who constructed the trap, granting advantage on Engineering and Perception checks to disable it.
More Blades. For each additional 10 feet added to the area beyond the first 20 feet, increase this encounter’s challenge rating by 1.
Swinging Blade. Melee Weapon Attack: +6 to hit, one target. Hit: 10 (3d6) slashing damage and the target makes a DC 15 Strength saving throw or it is knocked prone .
- With an Acrobatics check an adventurer can time a tumbling roll through the blades and take no damage.
- An Engineering check (or a check made with tools the Narrator deems appropriate) can be made to wedge a blade in place. On a failure by 5 or less, the wedge is temporary. Roll 1d4 each time someone passes through, and on a 1 the wedge breaks and the blade comes down (attacking with advantage).
Potential Outcomes
Critical Failure: The swinging blades have advantage on their attack rolls , and any swinging blade that hits gets a critical hit.
Failure: The swinging blades have advantage on their attack rolls .
Success: Only 1 (1d4 – 1) swinging blades attack each adventurer (minimum 1).
Critical Success: The adventurers make it through safely and find or discover something of value from the nearby corpse of someone not so lucky. Roll on the Boons and Discoveries table.