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Idea fo Religion Based Trap - Help?
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<blockquote data-quote="Trit One-Ear" data-source="post: 5967117" data-attributes="member: 6678017"><p>Alright, I've been a bit busy the last few days, so I haven't been able to write anything down, but thoughts have been bouncing around my head. Here's how I see things structured so far:</p><p></p><p>Players enter the room, finding 9 podiums, most with an orb set in a small holder on top. Some have other features, like a small unlit brazier, etc. They'll either have come across a journal before or will find one now, giving some extra clues they may need to solve the puzzle. Each podium has a symbol and a series of runes carved into it etc. A refresher on the list.</p><p></p><p>The Pretender - A mask</p><p>The Duke - An iron Cross</p><p>The Lover - A rose</p><p>The Heir - A serpent eating it's own tail</p><p>The Prisoner - A pair of shackles</p><p>The Princess - A crown of roses</p><p>The Betrayer - A dagger</p><p>The Destroyer - A flame</p><p>The King - A thick crown</p><p></p><p>The players read the descriptions posted below. They each take positions at one of the podiums, and the King pulls the lever located on his. They must all complete the following events for the doors to open. If at any time the king releases his lever, the room slowly resets and they must begin again.</p><p></p><p><strong>The King</strong> - "The King must rule with a steady grip; his blood and sweat hold his kingdom together. If his grip falters, all is lost."</p><p><em>Action</em>: The King must grip the lever at all times. Slowly, the lever will drain a small amount of blood (healing surge) from the King. It will only do this once, and after the ritual is complete, it will only need a taste of his blood to recognize him.</p><p></p><p><strong>The Destroyer</strong> - "The Destroyer seeks power enough to bring all his enemies low. He must call forth the flames of Hell to strike at those foes that surround him."</p><p><em>Action:</em> His orb must be placed in the fire in the brazier before him (which lights when the ritual starts), and then must be smashed against another podium.</p><p></p><p><strong>The Betrayer</strong> - This is one I'm still not sure on. While [MENTION=28028]nogray[/MENTION]'s idea(s) work pretty well, I've been playing with the idea of requiring the player to actual impede someone else's task. Perhaps he can somehow cause an attack that targets an ally while they are performing their part of the ritual?</p><p></p><p><strong>The Princess</strong> - "The Princess must pay homage to The King, for he shields her from her foes. Bidding her time, she must give respect and allegiance."</p><p><em>Action:</em> The Princess must cross the room and place her orb in the empty space in the King's podium.</p><p></p><p><strong>The Prisoner </strong>- "The Prisoner knows that while his freedom may be limited, his influence reaches far beyond his confines. While a time may come to break free of these bonds, but now he must remain in his place."</p><p><em>Action</em>: The Prisoner may not move from his podium (possibly be chained to it using small shackles?) but is otherwise free to aid and support.</p><p></p><p><strong>The Heir</strong> - "The Heir must usurp the position of their betters. Cunning and sly, the Heir moves in to take power when an opening presents itself."</p><p><em>Action: </em>The Heir must move their orb to a podium with an empty position (not including the King's).</p><p></p><p><strong>The Lover</strong> - "The Lover is a thief of the heart. The Lover revels in the power stolen from others, be it emotional or other."</p><p><em>Action:</em> The Lover must take an orb from another podium back to their own.</p><p></p><p><strong>The Duke</strong> - "The Duke in his iron tower stands strong against the attacks of his lessers and the scheming of his betters. He must resist the assaults of his foes, as well as the temptations of his allies."</p><p><em>Action</em>: Another player must touch The Duke's orb, but it must remain/end up at his podium.</p><p></p><p><strong>The Pretender - </strong>Maybe because of thematic similarities between the Pretender and the Betrayer, I can't figure out what I want them to do. I've tried to link as many actions as I can to the orbs, so I've been thinking of how the orb can be an element in betrayal or pretending... but I'm still very open to any ideas.</p><p></p><p></p><p>And as if all this wasn't enough to throw at the players, while they're figuring out and fulfilling their actions in the ritual, I'm imagining the following hazards/traps keeping them on their toes and adding a sense of urgency.</p><p></p><p>*The floor tiles each move on a hinge, slowly angling upwards till they are vertical. They open to a pit below (roughly 30 ft?) filled with a magical fire. This part of the trap is referred to as the Devil's Maw.</p><p>*When a player moves from their podium (into the aisles between podiums) a sharp scythe shaped like various lesser devils cuts through the aisle. This will basically be a triggered attack that can be avoided/lessened with an Acrobatics check (maybe?) and will target Reflex.</p><p></p><p>I think that's more than enough to make this a memorable encounter for my players.</p><p></p><p>Trit</p></blockquote><p></p>
[QUOTE="Trit One-Ear, post: 5967117, member: 6678017"] Alright, I've been a bit busy the last few days, so I haven't been able to write anything down, but thoughts have been bouncing around my head. Here's how I see things structured so far: Players enter the room, finding 9 podiums, most with an orb set in a small holder on top. Some have other features, like a small unlit brazier, etc. They'll either have come across a journal before or will find one now, giving some extra clues they may need to solve the puzzle. Each podium has a symbol and a series of runes carved into it etc. A refresher on the list. The Pretender - A mask The Duke - An iron Cross The Lover - A rose The Heir - A serpent eating it's own tail The Prisoner - A pair of shackles The Princess - A crown of roses The Betrayer - A dagger The Destroyer - A flame The King - A thick crown The players read the descriptions posted below. They each take positions at one of the podiums, and the King pulls the lever located on his. They must all complete the following events for the doors to open. If at any time the king releases his lever, the room slowly resets and they must begin again. [B]The King[/B] - "The King must rule with a steady grip; his blood and sweat hold his kingdom together. If his grip falters, all is lost." [I]Action[/I]: The King must grip the lever at all times. Slowly, the lever will drain a small amount of blood (healing surge) from the King. It will only do this once, and after the ritual is complete, it will only need a taste of his blood to recognize him. [B]The Destroyer[/B] - "The Destroyer seeks power enough to bring all his enemies low. He must call forth the flames of Hell to strike at those foes that surround him." [I]Action:[/I] His orb must be placed in the fire in the brazier before him (which lights when the ritual starts), and then must be smashed against another podium. [B]The Betrayer[/B] - This is one I'm still not sure on. While [MENTION=28028]nogray[/MENTION]'s idea(s) work pretty well, I've been playing with the idea of requiring the player to actual impede someone else's task. Perhaps he can somehow cause an attack that targets an ally while they are performing their part of the ritual? [B]The Princess[/B] - "The Princess must pay homage to The King, for he shields her from her foes. Bidding her time, she must give respect and allegiance." [I]Action:[/I] The Princess must cross the room and place her orb in the empty space in the King's podium. [B]The Prisoner [/B]- "The Prisoner knows that while his freedom may be limited, his influence reaches far beyond his confines. While a time may come to break free of these bonds, but now he must remain in his place." [I]Action[/I]: The Prisoner may not move from his podium (possibly be chained to it using small shackles?) but is otherwise free to aid and support. [B]The Heir[/B] - "The Heir must usurp the position of their betters. Cunning and sly, the Heir moves in to take power when an opening presents itself." [I]Action: [/I]The Heir must move their orb to a podium with an empty position (not including the King's). [B]The Lover[/B] - "The Lover is a thief of the heart. The Lover revels in the power stolen from others, be it emotional or other." [I]Action:[/I] The Lover must take an orb from another podium back to their own. [B]The Duke[/B] - "The Duke in his iron tower stands strong against the attacks of his lessers and the scheming of his betters. He must resist the assaults of his foes, as well as the temptations of his allies." [I]Action[/I]: Another player must touch The Duke's orb, but it must remain/end up at his podium. [B]The Pretender - [/B]Maybe because of thematic similarities between the Pretender and the Betrayer, I can't figure out what I want them to do. I've tried to link as many actions as I can to the orbs, so I've been thinking of how the orb can be an element in betrayal or pretending... but I'm still very open to any ideas. And as if all this wasn't enough to throw at the players, while they're figuring out and fulfilling their actions in the ritual, I'm imagining the following hazards/traps keeping them on their toes and adding a sense of urgency. *The floor tiles each move on a hinge, slowly angling upwards till they are vertical. They open to a pit below (roughly 30 ft?) filled with a magical fire. This part of the trap is referred to as the Devil's Maw. *When a player moves from their podium (into the aisles between podiums) a sharp scythe shaped like various lesser devils cuts through the aisle. This will basically be a triggered attack that can be avoided/lessened with an Acrobatics check (maybe?) and will target Reflex. I think that's more than enough to make this a memorable encounter for my players. Trit [/QUOTE]
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