Falling Church Bell Trap Level 5 Hazard
Trap XP 200
Any character that walks on the area underneath the bell tower triggers the trap. A great bell made of cast iron falls rapidly towards the characters from the top of the bell tower. All characters will find themselves trapped inside the bell, when it has finally landed on top of them. Anyone who is trapped inside the bell must find the strength to remove it from the top of them, before they can escape.
Trap: A church bell falls from the top of the bell tower crushing and trapping anyone who enters the area of effect. Anyone trapped inside the bell is considered to be immobilized until they escape the trap.
Perception:
DC: Statement (I look up.), You see a large cast iron bell hanging towards the top of a bell tower.
DC: 14 You notice a rope wrapped around the northwest support.
DC: 14 You notice a rope wrapped around the southwest support column.
DC: 18 You see the silhouette of a rat man holding a rope tightly in its claw-like hands, behind the northwest column.
DC: 18 You see the silhouette of a rat man holding a rope tightly in its claw-like hands, behind the southwest column.
Initiative (Special)
Trigger:
When any number of characters passes through the archway into the bell tower area, the bell from the top of the tower falls rapidly towards them. The trap attacks all characters in the trigger area.
(DM. The area of effect is marked in red on the Dungeon Master’s battle map.)
Attack:
Immediate Reaction Area of effect 2x2
Target: Each creature in the Area
Attack: +10 vs. Reflex
Hit: 3d8+3 damage, and the target is knocked prone and restrained.
All targets hit by this trap are restrained and they are trapped inside the bell. A character must succeed with a Strength check versus DC 22 to free all the characters that are trapped underneath the bell. Any number of playing characters may assist with this challenge. (See Aid Another on page 287 in the PHB.)
Miss: Character takes no damage and shifts 2 squares
Countermeasures:
1. Killing the Ratling Warriors that are hiding behind the two columns triggers the trap prematurely and from a safe distance.
2. Shooting the ropes that are wrapped around the columns from a safe distance triggers the trap prematurely, but it also alerts all the monsters about your presence in the area.
Rope: HP1; AC18
3. Walking around the bell tower avoids triggering the trap.
SA – Monsters cannot attack any of the Playing Characters that are trapped inside the Church Bell.
Playing Characters trapped inside the church bell cannot attack any monsters that are outside the trap.