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[Necromancer] The Wurst of Grimtooth's Traps™ Preview Posted!
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<blockquote data-quote="Orcus" data-source="post: 2073766" data-attributes="member: 1254"><p>Ah, the "Delvermatic Dicer and Malingerer Trap"</p><p></p><p>For those who havent yet grabbed the download (this one is certainly a bit on the over the top side <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> ):</p><p></p><p>[3 skulls]</p><p>CR: 10</p><p>Type: Mechanical</p><p>Search: Trap (DC 28), Trigger (DC 22)</p><p>Disable Device: Trap (DC 30, 2d4 rounds); Trigger (DC 24, 2d4 rounds)</p><p>Primary Trigger: Touch (opening the secret door)</p><p>Primary Trap Effect: Collapsing ceiling section (no attack roll needed; 8d6, crush; single target in a 5-ft square about 5 feet from door)</p><p>Primary Save: Reflex (DC 30)</p><p>Secondary Trigger: No trigger (automatic)</p><p>Secondary Trap Effect: Keen-edge hook (+20 melee; 1d8+2, crit 19-20/x2; single target 10 feet from door [5 feet from victim hit by primary trap effect]).</p><p>Tertiary Trigger: Touch (ceiling slams into pressure plate in floor and catapults those standing in area into spikes)</p><p>Tertiary Trap Effect: Ceiling/Wall spikes (+20 melee; 1d4 spikes, 1d4+4 each spike; multiple targets in a line up to 20 feet away from door)</p><p>Quaternary Trigger: Touch (bay doors swing down and push delver that opened the secret door through the monofilament)</p><p>Quaternary Trap Effect: Monofilament (no attack roll necessary; 10d6, 19-20/x2)</p><p>Reset: Manual</p><p>Cost: 65,500 gp </p><p></p><p>Liz Danforth and Mike Stackpole created this trap to take care of characters who open secret doors with gay abandon, but refuse to walk through them.</p><p></p><p>The secret door in question is set flush into the wall, and is designed to open by sliding into the ceiling (Search DC 20). When the door is thus opened, delvers will see a net-like web of monofilament line on the other side.</p><p></p><p>When the door slides up, it causes a section of the ceiling to swing down into the corridor. The arc of the section is such that it should slam into any character standing roughly six feet from the door. A devilish free-swinging hook trails the ceiling section, spelling doom for any delver standing about four feet from the fellow flattened by the ceiling section.</p><p>The ceiling section completes its arc by slamming into the floor — which is in reality a carefully balanced platform. This creates a catapult effect, and should send anyone standing as far away as twenty feet from the door flying into the spiked side of the ceiling section.</p><p></p><p>The poor idiot who opened the door in the first place is in for the worst fate of all. Bay doors kick out from the falling ceiling section when it finally hits the floor, propelling the hapless door-opener through the fine monofilament mesh — with the appropriate “cheese-grater” effect.</p></blockquote><p></p>
[QUOTE="Orcus, post: 2073766, member: 1254"] Ah, the "Delvermatic Dicer and Malingerer Trap" For those who havent yet grabbed the download (this one is certainly a bit on the over the top side :) ): [3 skulls] CR: 10 Type: Mechanical Search: Trap (DC 28), Trigger (DC 22) Disable Device: Trap (DC 30, 2d4 rounds); Trigger (DC 24, 2d4 rounds) Primary Trigger: Touch (opening the secret door) Primary Trap Effect: Collapsing ceiling section (no attack roll needed; 8d6, crush; single target in a 5-ft square about 5 feet from door) Primary Save: Reflex (DC 30) Secondary Trigger: No trigger (automatic) Secondary Trap Effect: Keen-edge hook (+20 melee; 1d8+2, crit 19-20/x2; single target 10 feet from door [5 feet from victim hit by primary trap effect]). Tertiary Trigger: Touch (ceiling slams into pressure plate in floor and catapults those standing in area into spikes) Tertiary Trap Effect: Ceiling/Wall spikes (+20 melee; 1d4 spikes, 1d4+4 each spike; multiple targets in a line up to 20 feet away from door) Quaternary Trigger: Touch (bay doors swing down and push delver that opened the secret door through the monofilament) Quaternary Trap Effect: Monofilament (no attack roll necessary; 10d6, 19-20/x2) Reset: Manual Cost: 65,500 gp Liz Danforth and Mike Stackpole created this trap to take care of characters who open secret doors with gay abandon, but refuse to walk through them. The secret door in question is set flush into the wall, and is designed to open by sliding into the ceiling (Search DC 20). When the door is thus opened, delvers will see a net-like web of monofilament line on the other side. When the door slides up, it causes a section of the ceiling to swing down into the corridor. The arc of the section is such that it should slam into any character standing roughly six feet from the door. A devilish free-swinging hook trails the ceiling section, spelling doom for any delver standing about four feet from the fellow flattened by the ceiling section. The ceiling section completes its arc by slamming into the floor — which is in reality a carefully balanced platform. This creates a catapult effect, and should send anyone standing as far away as twenty feet from the door flying into the spiked side of the ceiling section. The poor idiot who opened the door in the first place is in for the worst fate of all. Bay doors kick out from the falling ceiling section when it finally hits the floor, propelling the hapless door-opener through the fine monofilament mesh — with the appropriate “cheese-grater” effect. [/QUOTE]
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