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The Tricky Trap Thread
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<blockquote data-quote="Celebrim" data-source="post: 5618139" data-attributes="member: 4937"><p>Harpoon Trap:</p><p></p><p>The ceiling of this room is covered by spikes and dangling chains which are attached to a iron grill about 15' up. There are three trapped flagstones just beyond the entrance to the room. Each trap is 30% less likely to be detected than normal, and there is a 40% per untriggered flagstone that each will be triggered by someone passing beyond the entrance. </p><p></p><p>Whenever a trap is triggered, a harpoon fired from above the overhead grid makes an attack on the person who triggered it with a rate of success equal to a warrior with 10 degrees of skill beyond ordinary skill (or 50% more likely to deal at hit) and dealing damage as a spear hurled by a strong man. Anyone so struck is penetrated by the barbs of the harpoon, and the harpoon then immediately tries to reel in its catch. If the target weighs more than 400 lbs or is successfully resisted by the character's strength, then the barb immediately tears free dealing 100% of its original damage. Otherwise, the harpoon drags the character 20' across the room and 15' through the air toward the ceiling, where they are pinned against the down point spikes there recieving 1d4 additional attacks equal to a dagger wielded by a man with normal strength and with 6 degrees more skill than an ordinary warrior (or 30% more likely to deal a hit).</p><p></p><p>Anyone struck by 2 or more harpoons simultaneously, is pulled simultaneously in two directions. This ultimately rips both harpoons out, causing the barbs to deal 100% of the original damage, as well as rending the character for an additional 100% of the original damage. </p><p></p><p>A character pinned to the ceiling is bleeding and can not easily extricate themselves. The character can attempt to pull the barbs out himself utilizing his strength, but this operation is 20% less likely to succeed than normal because of the awkward position. Even if successful, he takes 100% of the original damage and now faces falling to the floor 15' below, though if he is skilled in climbing he can attempt to grab on to the chains or iron grid to which the spikes are attached. A character that is skilled in first aid may attempt to remove the barbs without further damage but this is a difficult act and further complicated by the need to reach the character (without setting off another trap). If the pinned character is skilled in first aid themselves, they may attempt the operation on themselves, but this is 25% less likely to succeed than normal.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 5618139, member: 4937"] Harpoon Trap: The ceiling of this room is covered by spikes and dangling chains which are attached to a iron grill about 15' up. There are three trapped flagstones just beyond the entrance to the room. Each trap is 30% less likely to be detected than normal, and there is a 40% per untriggered flagstone that each will be triggered by someone passing beyond the entrance. Whenever a trap is triggered, a harpoon fired from above the overhead grid makes an attack on the person who triggered it with a rate of success equal to a warrior with 10 degrees of skill beyond ordinary skill (or 50% more likely to deal at hit) and dealing damage as a spear hurled by a strong man. Anyone so struck is penetrated by the barbs of the harpoon, and the harpoon then immediately tries to reel in its catch. If the target weighs more than 400 lbs or is successfully resisted by the character's strength, then the barb immediately tears free dealing 100% of its original damage. Otherwise, the harpoon drags the character 20' across the room and 15' through the air toward the ceiling, where they are pinned against the down point spikes there recieving 1d4 additional attacks equal to a dagger wielded by a man with normal strength and with 6 degrees more skill than an ordinary warrior (or 30% more likely to deal a hit). Anyone struck by 2 or more harpoons simultaneously, is pulled simultaneously in two directions. This ultimately rips both harpoons out, causing the barbs to deal 100% of the original damage, as well as rending the character for an additional 100% of the original damage. A character pinned to the ceiling is bleeding and can not easily extricate themselves. The character can attempt to pull the barbs out himself utilizing his strength, but this operation is 20% less likely to succeed than normal because of the awkward position. Even if successful, he takes 100% of the original damage and now faces falling to the floor 15' below, though if he is skilled in climbing he can attempt to grab on to the chains or iron grid to which the spikes are attached. A character that is skilled in first aid may attempt to remove the barbs without further damage but this is a difficult act and further complicated by the need to reach the character (without setting off another trap). If the pinned character is skilled in first aid themselves, they may attempt the operation on themselves, but this is 25% less likely to succeed than normal. [/QUOTE]
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