Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Enchanted Trinkets Complete--a hardcover book containing over 500 magic items for your D&D games!
Community
General Tabletop Discussion
*TTRPGs General
Quick, I need a CR 20 trap
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Sejs" data-source="post: 3001238" data-attributes="member: 4910"><p>The teleport shunt puts them in a large room. In the center of the room (and into which they are placed) is a very sturdy metal cage standing on a single pillar over a pit full of grinding, whirring, steam-belching machinery (which, as it so happens, is what operates most of the trap, natch). Thick, insulated cables connect to the cage at various points, stretching off into the otherwise bare walls of the room. The ceiling is shrouded in darkness and steam. A doorway and small landing are centered on one wall with a large sensor/speaker gizmo mounted above said. The door has no hinges or handle, and the cage likewise appears to have no exit itself.</p><p></p><p>When shunted into the cage in the loud, muggy room the sensor/speaker crackles to life, croaking out a 5 second count down. In the normal course of operations, that countdown is to allow someone who is -supposed- to be there to say a deactivation code phrase. The PCs probably won't know what it is. When the countdown hits zero, bad things go down in groove town. In order, they are:</p><p></p><p>Round 1: The countdown starts and finishes.</p><p></p><p>Round 2: Four crystaline emitters flare to life on the ceiling, wrapping the cage in an antimagic field. The emitters are quite sturdy, and well out of reach. Say 20-25' up and away.</p><p></p><p>Round 3: The machines down below start to get worked up even further - turns out the noise they were putting out before was just their idle. It's very difficult to hear or be heard. Maybe toss in a low DC fort save to avoid temporary deafness or penalty to listen checks, etc. A thick static hum begins building as the metal baseplate the cage sits on activates, electro-magnetizing the entire metal structure. Carrying or wearing metal? You're looking at a hefty DC strength check to avoid being stuck to the cage - walls, floor, or ceiling, doesn't matter. Whatever's closest. Moving from that point (or in some cases such as those folks in metal body armor, moving at all) requires that strength check. Say a DC around 28-32; roughly in line with what a Bigby's Grasping Hand's average grapple check would be.</p><p></p><p>Round 4: There's good news and there's bad news. Good news is - you know that static hum that's been growing? It discharges with a roaring crash, then falls silent. Bad news - you know that roaring crash? That would be because it just discharged an assload of electricity into the cage thru those metal cables attached to the structure, nicely electrocuting the everloving bejesus out of anyone inside. Avoiding it isn't really an option - there isn't anywhere to go in the cage that <em>isn't</em> rife with rich, meaty amperage, so you're likely looking at a fort save for partial damage, rather than a ref save. Anywhere between 11d6 to 20d6 electricity damage, depending on your personal tastes, with a save DC somewhere around 20, 21 or so. Basing those numbers on Chain Lightning, in case you're curious. </p><p></p><p>After that, the magnetism and electric threat are past - that level of output takes a while to charge up, after all. The AMF emitters are still on (and will be for a good two hours unless told otherwise) and the cage remains shut, however. Reason there being that the trap triggering sends an alert to a nearby guard station, and they have to release the field and cage manually. Saying the code phrase at any point before Round 4 does cause the incoming Electric Boogaloo to stand down and releases the magnets, however. Egress from the cage is managed by releasing two of the cable mounting clamps from the upper corner of the cage on the same side of the room that the door is on (search check to notice the door/clamp symmetry). When released, a section of that cage wall's bars lower, using the cables for suspension, to form a bridge to the landing by the door. A disable device check for each clamp should do (not open lock, as they're not locks in the conventional sense).</p></blockquote><p></p>
[QUOTE="Sejs, post: 3001238, member: 4910"] The teleport shunt puts them in a large room. In the center of the room (and into which they are placed) is a very sturdy metal cage standing on a single pillar over a pit full of grinding, whirring, steam-belching machinery (which, as it so happens, is what operates most of the trap, natch). Thick, insulated cables connect to the cage at various points, stretching off into the otherwise bare walls of the room. The ceiling is shrouded in darkness and steam. A doorway and small landing are centered on one wall with a large sensor/speaker gizmo mounted above said. The door has no hinges or handle, and the cage likewise appears to have no exit itself. When shunted into the cage in the loud, muggy room the sensor/speaker crackles to life, croaking out a 5 second count down. In the normal course of operations, that countdown is to allow someone who is -supposed- to be there to say a deactivation code phrase. The PCs probably won't know what it is. When the countdown hits zero, bad things go down in groove town. In order, they are: Round 1: The countdown starts and finishes. Round 2: Four crystaline emitters flare to life on the ceiling, wrapping the cage in an antimagic field. The emitters are quite sturdy, and well out of reach. Say 20-25' up and away. Round 3: The machines down below start to get worked up even further - turns out the noise they were putting out before was just their idle. It's very difficult to hear or be heard. Maybe toss in a low DC fort save to avoid temporary deafness or penalty to listen checks, etc. A thick static hum begins building as the metal baseplate the cage sits on activates, electro-magnetizing the entire metal structure. Carrying or wearing metal? You're looking at a hefty DC strength check to avoid being stuck to the cage - walls, floor, or ceiling, doesn't matter. Whatever's closest. Moving from that point (or in some cases such as those folks in metal body armor, moving at all) requires that strength check. Say a DC around 28-32; roughly in line with what a Bigby's Grasping Hand's average grapple check would be. Round 4: There's good news and there's bad news. Good news is - you know that static hum that's been growing? It discharges with a roaring crash, then falls silent. Bad news - you know that roaring crash? That would be because it just discharged an assload of electricity into the cage thru those metal cables attached to the structure, nicely electrocuting the everloving bejesus out of anyone inside. Avoiding it isn't really an option - there isn't anywhere to go in the cage that [i]isn't[/i] rife with rich, meaty amperage, so you're likely looking at a fort save for partial damage, rather than a ref save. Anywhere between 11d6 to 20d6 electricity damage, depending on your personal tastes, with a save DC somewhere around 20, 21 or so. Basing those numbers on Chain Lightning, in case you're curious. After that, the magnetism and electric threat are past - that level of output takes a while to charge up, after all. The AMF emitters are still on (and will be for a good two hours unless told otherwise) and the cage remains shut, however. Reason there being that the trap triggering sends an alert to a nearby guard station, and they have to release the field and cage manually. Saying the code phrase at any point before Round 4 does cause the incoming Electric Boogaloo to stand down and releases the magnets, however. Egress from the cage is managed by releasing two of the cable mounting clamps from the upper corner of the cage on the same side of the room that the door is on (search check to notice the door/clamp symmetry). When released, a section of that cage wall's bars lower, using the cables for suspension, to form a bridge to the landing by the door. A disable device check for each clamp should do (not open lock, as they're not locks in the conventional sense). [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Quick, I need a CR 20 trap
Top