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National Treasure 2 Balance Trap: How?

This is a rough mock-up, but I think it gets the general feel of the trap w/o too much complexity. The trap in the movie was really a two stage trap.

First stage was a simple false floor trap. The trap doesn't trigger when you first step on the trap. Instead it triggers when a person steps on a trigger near the end of the false floor, hopefully capturing more than one person. It makes an attack vs Reflex against all characters on the trap. Those who succeed are able to avoid the trap and move to the nearest safe square.

Those who fail are dropped onto the second stage. On the second stage, all characters would land prone and unbalanced on a random square on one half of the slab within X square of the center (on a 7x7 slab, let's say 2). I say on one half because it's not much of a trap if chance allows for the slab to be balanced after the fall.

At the start of each round on the slab, it makes an attack vs Reflex or Acrobatics (PC choice). It gets a +2 bonus for each of the following conditions:

* Anyone currently unbalanced
* Anyone not counter-balanced by another character (center square is considered counter-balanced w/ itself)
* Each square from the center that the single furthest character not counter-balanced starts

Those who are "hit" are unbalanced, cannot act and slide X squares towards the direction with the most characters (or if even, the most unbalanced characters).

Those who are not "hit" are considered balanced, may move to a square that counter-balances another character (characters must still spend an action to get up from prone if they haven't yet). Once the slab has no bonus to attack (i.e. all characters are balanced and counter-balanced), it is considered stable and makes no further attacks until a condition occurs in which the slab is no longer balanced.

Removing a character from the slab (by intentionally jumping or falling) immediately provokes another attack from the slab. In any round where you move, ending your movement in a position where you do not act as a counter-weight also provokes another attack from the slab.

At the end of each round where the slab is not stable, make a stabilization check for the slab. On a 1-9, the slab is closer to becoming permanently unbalanced. On a 10+, the slab remains on its perch. If three failures are rolled without the slab becoming stable, the slab is permanently unbalanced and falls.

Once the slab is stable, you can pull off the "lift" maneuver they used. Assume the "lift" itself is not a problem; the problem occurs when the character gets off, since not everyone on the slab would not be counter-weighted and the slab gets another attack.

Just like in the movie, the primary danger is when everyone first falls on the slab. It's also more dangerous when more people fall through the pit trap. You could ignore the lift stage for everyone except the last character to make it easier. I don't think this is a low level trap; a party of five can potentially face an attack of +24 or more if they all fail their check on the pit trap.
 

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I wouldn't calculate it at the end of the round. Afterall, everything in a round is happening near simultaneously. Perhaps I'd use a "Passive Reflex" score and then have DCs for potential actions:

Weigh the platform down 5 (does not use passive)
Attack 10
Attack (Force keyword) 12 - applies to AOE spells per square
Move 15
Move & Attack 20
Run 25

(numbers adjusted for level, of course). If failed, trap is triggered. Attack: +10 vs Reflex; Hit: target is pulled one square per difference between die roll (maximum 5) toward the side of the platform event is closest to, DM choice if unclear. If target is pulled 5, target is knocked prone.

Basically lets you move around and do some stuff but poor reflex characters are going to make it off balance. I didn't see the movie, so maybe this isn't how it works. Smarter characters, spell casters, etc. could potentially use it to their advantage.

Another option would be to use it as a skill challenge component, too. X number of failed checks lets off an unpredictable pendulum-like movement that randomly knocks everybody around and increases the maximum movement to 10?

I mean I know I'm getting further outside the traditional trap realm here, but it would be kind of neat.
 


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