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<blockquote data-quote="FitzTheRuke" data-source="post: 4123352" data-attributes="member: 59816"><p>I'm running an adventure tomorrow where the party goes after the 3rd level White Dragon that's been kicking around the boards. To make a long story short, he's got the usual kobold minions who have spent some of his fortune making an elaborate trap to lure adventurers into.</p><p></p><p>This is the false entrance to the dragon's lair. It is high on a mountainside in the snow. There's a big door with a dragon carved in it and kobold tracks all over the place. The real entrance can't be seen from here and is a simple cave mouth up alittle animal trail that begins somewhere off to the left.</p><p></p><p>Anyway, what do you think of this? I'd love some feedback.</p><p></p><p>------------------------</p><p></p><p>The main door leads to an alcove (1 square) and then into a cold, featureless room (3 squares by 3 squares). Directly across from the alcove is a plain iron-bound wooden door with an iron ring handle. Opening this unlocked door sets off the traps.</p><p></p><p>The Frostrune</p><p>Behind the door is a solid wall with a blue magical rune glowing through six inches of solid ice. The room suddenly becomes very, very cold.</p><p></p><p>Characters in the room make a saving throw or take 5 cold damage on each of their turns until they escape the room or the rune is destroyed.</p><p>DC 15 Arcana or Dungeoneering to know that the rune can be destroyed simply by defacing it. (a minor action) You must get through the ice first: </p><p>Ice -- HP 20 (vulnerable 10 fire)</p><p></p><p>The Crushing Walls</p><p>When the door is opened there is the sound of chains sliding over stone. The heavy stone walls on either side of the room begin to inevitably close in.</p><p></p><p>The walls close in at the rate of one-half square per round. Any characters still in the room if the walls meet will take 10 damage per round cumulative and be helpless.</p><p>DC 20 Strength check (standard action) or wedging an object such as a dagger into the space between the wall and floor will stop a wall from moving for one round. A wedged object is destroyed on the following round.</p><p>Wall (2) -- HP 30 (resist all 10)</p><p></p><p>The Falling Slab</p><p>A massive slab of stone falls into the alcove blocking the only way out of the room.</p><p></p><p>Any character in the alcove when the door is opened take 4D6 damage and is immobilized. A DC 20 strength check will free her, but the slab cannot be moved.</p><p>DC 15 perception will notice that it is possible to squeeze into the space above the slab (DC 15 athletics or acrobatics as a standard action) from above the slab there are two things to see: </p><p>The way out (no check to spot, DC 20 athletics or acrobatics as a standard action to squeeze out the other side of the slab) </p><p>The crawlspace (DC 15 perception, see the crawlspace)</p><p>Slab – HP 60 (resist all 10)</p><p>Note: Small creatures get +5 to the above squeeze checks</p><p></p><p>The Crawlspace</p><p>In the space the slab vacated when it fell, you spot a wooden panel in the stonework, like the side of a wooden crate.</p><p></p><p>Crawlspace door – HP 10 (or force with a DC 15 strength check)</p><p></p><p>Past the wooden panel is a crawlspace large enough to fit a single person. The sound of sliding chains is louder here.</p><p></p><p>DC 15 athletics to climb into the crawlspace. Inside you will find two large chains sliding in opposite directions into holes on either side. They presumably lead to unseen extreme weights which are causing the walls to slide. </p><p>DC 15 thievery or dungeoneering and the use of a sword or some other solid object will wedge both chains together stopping both walls. This effect will last until a saving throw is failed. Roll at the end of each round. The object is destroyed when the saving throw fails. Otherwise destroying the chains will stop the walls permanently.</p><p>Heavy Chains (2) – HP 10 (resist all 5) </p><p></p><p>-----------------------</p><p></p><p>In the end you can either squeeze over the slab or destroy it to get out. I don't think the trap is terribly deadly overall, but it might have some good problem-solving moments.</p><p></p><p>Fitz</p></blockquote><p></p>
[QUOTE="FitzTheRuke, post: 4123352, member: 59816"] I'm running an adventure tomorrow where the party goes after the 3rd level White Dragon that's been kicking around the boards. To make a long story short, he's got the usual kobold minions who have spent some of his fortune making an elaborate trap to lure adventurers into. This is the false entrance to the dragon's lair. It is high on a mountainside in the snow. There's a big door with a dragon carved in it and kobold tracks all over the place. The real entrance can't be seen from here and is a simple cave mouth up alittle animal trail that begins somewhere off to the left. Anyway, what do you think of this? I'd love some feedback. ------------------------ The main door leads to an alcove (1 square) and then into a cold, featureless room (3 squares by 3 squares). Directly across from the alcove is a plain iron-bound wooden door with an iron ring handle. Opening this unlocked door sets off the traps. The Frostrune Behind the door is a solid wall with a blue magical rune glowing through six inches of solid ice. The room suddenly becomes very, very cold. Characters in the room make a saving throw or take 5 cold damage on each of their turns until they escape the room or the rune is destroyed. DC 15 Arcana or Dungeoneering to know that the rune can be destroyed simply by defacing it. (a minor action) You must get through the ice first: Ice -- HP 20 (vulnerable 10 fire) The Crushing Walls When the door is opened there is the sound of chains sliding over stone. The heavy stone walls on either side of the room begin to inevitably close in. The walls close in at the rate of one-half square per round. Any characters still in the room if the walls meet will take 10 damage per round cumulative and be helpless. DC 20 Strength check (standard action) or wedging an object such as a dagger into the space between the wall and floor will stop a wall from moving for one round. A wedged object is destroyed on the following round. Wall (2) -- HP 30 (resist all 10) The Falling Slab A massive slab of stone falls into the alcove blocking the only way out of the room. Any character in the alcove when the door is opened take 4D6 damage and is immobilized. A DC 20 strength check will free her, but the slab cannot be moved. DC 15 perception will notice that it is possible to squeeze into the space above the slab (DC 15 athletics or acrobatics as a standard action) from above the slab there are two things to see: The way out (no check to spot, DC 20 athletics or acrobatics as a standard action to squeeze out the other side of the slab) The crawlspace (DC 15 perception, see the crawlspace) Slab – HP 60 (resist all 10) Note: Small creatures get +5 to the above squeeze checks The Crawlspace In the space the slab vacated when it fell, you spot a wooden panel in the stonework, like the side of a wooden crate. Crawlspace door – HP 10 (or force with a DC 15 strength check) Past the wooden panel is a crawlspace large enough to fit a single person. The sound of sliding chains is louder here. DC 15 athletics to climb into the crawlspace. Inside you will find two large chains sliding in opposite directions into holes on either side. They presumably lead to unseen extreme weights which are causing the walls to slide. DC 15 thievery or dungeoneering and the use of a sword or some other solid object will wedge both chains together stopping both walls. This effect will last until a saving throw is failed. Roll at the end of each round. The object is destroyed when the saving throw fails. Otherwise destroying the chains will stop the walls permanently. Heavy Chains (2) – HP 10 (resist all 5) ----------------------- In the end you can either squeeze over the slab or destroy it to get out. I don't think the trap is terribly deadly overall, but it might have some good problem-solving moments. Fitz [/QUOTE]
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