*2nd tier (constructed)* **Challenge** 7 (2,900 XP); **DC** 16/14 **Area** Immediate (less than 1 hour) When a pressure plate concealed on the ground registers 20 or more pounds of weight, poisoned darts fire from the wall, ceiling, or floor. #### Poisoned Darts **Ranged Weapon Attack.** +6 to hit, one creature. Hit. 2 (1d4) piercing damage plus 16 (3d10) poison damage, and the target makes a Constitution saving throw or becomes poisoned for 1 hour. While poisoned, the target’s flesh swells and it has disadvantage on Dexterity checks and attack rolls made using Dexterity. A [[03-Mechanics/6-Ability Scores/Medicine|Medicine]] check can treat the poison. #### Trap This trap can be detected by a passive Investigation of 18 to notice the slits and holes that conceal the poisoned darts. If not detected, the trap automatically triggers a Critical Failure. ## Possible Solutions A group [[03-Mechanics/6-Ability Scores/Acrobatics|Acrobatics]] check allows the adventurers to safely move around the pressure plate. Alternatively, a thieves’ tools check disables the trap. **Critical Failure.** Each adventurer and mount in the area is targeted by 2 (1d4) poisoned darts. **Failure.** Each adventurer and mount in the area is targeted by a poisoned dart. **Success.** The adventurers evade or dismantle the trap. **Critical Success.** The adventurers evade or dismantle the trap and acquire a vial of the poison (enough to coat a single blade or up to three pieces of ammunition).