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Tell me about a cool room in your dungeon...
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<blockquote data-quote="the Jester" data-source="post: 1848761" data-attributes="member: 1210"><p><strong>Very High Level, Very Deadly</strong></p><p></p><p>Here's a very high-level, very deadly trap.</p><p></p><p>The party is walking down a hallway, depicted below, heading from towards the side labeled A. As they approach, spells or some kind of ranged attacks start coming from down the hallway. Naturally, the pcs rush forward- into disaster!</p><p></p><p>The section of hallway between the two 'b's on the diagram is actually not attached to the rest of the hall on either side. Instead, a clever mechanism using weights and counterweights leaves it delicately balanced, with c as the pivot point. Below the floor of the first section of the hallway is another layer of floor, which doesn't move (e); so as soon as the weight past area C outweighs the weight on the section of the hall blocked by E, the hallway flips into a vertical position, smacking the pcs around violently and </p><p>-----------------------</p><p> b c b</p><p>-----------------------</p><p> ----------e</p><p>subsequently dropping them into something nasty nasty, such as a pool of lava, acid or green slime. This works best if your bad guy is incorporeal, so he just goes right through the wall of the hallway as it flips the pcs into the lava or whatever. When I used it on a nigh-epic party, the hall dealt 6d6 hp of damage from the smackaround, then there was a 20d6 falling damage impact followed by 20d6 lava immersion, iirc.</p></blockquote><p></p>
[QUOTE="the Jester, post: 1848761, member: 1210"] [b]Very High Level, Very Deadly[/b] Here's a very high-level, very deadly trap. The party is walking down a hallway, depicted below, heading from towards the side labeled A. As they approach, spells or some kind of ranged attacks start coming from down the hallway. Naturally, the pcs rush forward- into disaster! The section of hallway between the two 'b's on the diagram is actually not attached to the rest of the hall on either side. Instead, a clever mechanism using weights and counterweights leaves it delicately balanced, with c as the pivot point. Below the floor of the first section of the hallway is another layer of floor, which doesn't move (e); so as soon as the weight past area C outweighs the weight on the section of the hall blocked by E, the hallway flips into a vertical position, smacking the pcs around violently and ----------------------- b c b ----------------------- ----------e subsequently dropping them into something nasty nasty, such as a pool of lava, acid or green slime. This works best if your bad guy is incorporeal, so he just goes right through the wall of the hallway as it flips the pcs into the lava or whatever. When I used it on a nigh-epic party, the hall dealt 6d6 hp of damage from the smackaround, then there was a 20d6 falling damage impact followed by 20d6 lava immersion, iirc. [/QUOTE]
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