Choose the relevant check. Each skill and DC below is a separate Wanderer's Guide roll.
The armed manifold is connected to the rear door. Crossing the threshold triggers a spring bolt that closes and locks the door and releases a single burst of irritant mist. The attached Irritant Mist Manifold trap governs the mist effect.
Before It Triggers — Disarm the Mechanism
Disarm the Manifold — Thievery
CheckThievery DC 17
Critical SuccessThe character disables the valve and locking linkage. The door remains operable and no mist is released.
SuccessThe character blocks the valve and spring-bolt linkage, preventing the trap and door lock from triggering.
FailureThe mechanism remains armed.
Critical FailureThe mechanism triggers. The rear door slams shut and locks, and the Irritant Mist Manifold releases its mist.
Disarm the Manifold — Crafting
CheckCrafting DC 16
Critical SuccessThe reservoir is safely isolated and vented, and the linked door bolt is disabled.
SuccessThe character isolates the reservoir and disables the linked mechanism, preventing both mist release and door lock.
FailureThe mechanism remains armed.
Critical FailureThe mechanism triggers. The rear door slams shut and locks, and the Irritant Mist Manifold releases its mist.
Disarm the Manifold — Nature
CheckNature DC 18
Critical SuccessThe character safely drains the irritant line and disables the linked door mechanism.
SuccessThe character identifies and drains the irritant line, preventing the mist release and the linked door lock.
FailureThe mechanism remains armed.
Critical FailureThe mechanism triggers. The rear door slams shut and locks, and the Irritant Mist Manifold releases its mist.
After It Triggers — Escape the Locked Conservatory
Escape the Conservatory — Thievery
CheckThievery DC 17
Critical SuccessThe spring lock releases; the door can be opened without damage.
SuccessThe spring lock releases. The door can be opened.
FailureThe lock remains engaged.
Critical FailureThe spring bolt jams. It must be cleared before another release attempt.
Escape the Conservatory — Crafting
CheckCrafting DC 16
Critical SuccessThe spring bolt retracts cleanly. The door can be opened without damage.
SuccessThe character disconnects the linkage and retracts the bolt. The door can be opened.
FailureThe spring bolt remains engaged.
Critical FailureThe spring bolt jams. It must be cleared before another release attempt.
Escape the Conservatory — Athletics
CheckAthletics DC 22
Critical SuccessThe character forces the door open without breaking it.
SuccessThe character breaks the locked door open.
FailureThe door remains closed.
Critical FailureThe bolt jams; subsequent Force Open checks take a –2 circumstance penalty.
Other Ways Out — No Challenge Roll Required
Attack the door: A wooden door has Hardness 10, HP 40, BT 20. Subtract Hardness from each damage instance. Once broken, the door can be pushed open with an Interact action.
Vent the mist: Opening the exterior vent is an Interact action; the mist dissipates after 1 minute. If the vent control is hidden, a character can attempt Nature DC 18 or Crafting DC 16 to find it. The poison effect calls for only one initial saving throw, not recurring saves each round.