WanderingMonster
First Post
I think last night when I was called a "genius, devious bastard" for a series of encounter traps was one of the prouder moments I've had. All the traps were designed to either a) require multiple talents or skills to overcome, and b) not require that any ONE talent or skill was critical to disarming the trap. In the end, the skill that beat the test was player creativity.
Out of context trap descriptions here:
[sblock]The Coils
Antechamber
The antechamber of The Coils has two exits: the dock and a passage leading to an unlit hallway. The passage is "guarded" by two serpent-headed maidens wielding axes, and a 10'x10'x50' pit. The pit happens to be home to two (2) carrion crawlers. The green proximity line activates the pit in the antechamber and lowers the axes violently on anyone adjacent to the doorway (DC 23 Reflex Save; 2d6 damage x2). The green proximity line also activates the shredder trap below.
The Shredder
Each red pillar has two rapidly spinning blades at about 2' and 4' high. They attack as a 6th level fighter (21/16 vs. AC), and the damage is 1d6 per blade. The pillars have a hardness of 8 and 720 hit points, however, the blades are more brittle and can be sundered. They have a hardness of 10 and 10 hit points. The worst part is that when someone crosses the blue proximity line, a greasy substance (per the grease spell) coats the floor, walls, and ceiling of the Shredder hall. The DC to stay upright is 15. Since the floor is steeply sloped, characters must make a Balance check (DC 15) if they move more than 1/4 of their normal move. If anyone falls, they will move along the incline for 10 feet/round until they reach the pit at the end of the hallway.
The Pit
The Pit is 50 ft. deep. The good news is that there are ornamental mouths that make good hand/foot holds up to the surface. The bad news is that for every 10 ft. of climbing using the mouths as handholds causes the mouth to exhale a large puff of greenish gas. A Fortitude save must be made versus an Inhaled Poison (gorgon's breath) DC 18. Initial damage is slow (as the spell) and secondary damage is 1d6 Dexterity.
The Spitting Cobras
Once the pink proximity threshold is crossed, the cobra heads (pink triangles) will start repeatedly firing arrows at the party in the hallway. Each arrow is a DC 25 save versus AC, and causes 1d8 damage. If the arrow misses cleanly (by 5 or more), the arrow sails past the target and attacks the next person in line. Each target after the first, gets a +4 cover bonus to AC.
The Disco Room
There are ten pillars in the room. Each pillar has between 2 and 4 floor-to-ceiling mithral mirrors which face another pillar. Between the magical mirrors a dazzling sheet of light dances continually. Anyone crossing through the sheet must make a Willpower save (DC 18) or be stunned for 1d4 rounds. If the save succeeds, the character is only dazzled for a round. Closing one's eyes give a +2 circumstance bonus to the save. One needs to be truly sightless to avoid the effects of this trap.[/sblock]
Out of context trap descriptions here:
[sblock]The Coils
Antechamber
The antechamber of The Coils has two exits: the dock and a passage leading to an unlit hallway. The passage is "guarded" by two serpent-headed maidens wielding axes, and a 10'x10'x50' pit. The pit happens to be home to two (2) carrion crawlers. The green proximity line activates the pit in the antechamber and lowers the axes violently on anyone adjacent to the doorway (DC 23 Reflex Save; 2d6 damage x2). The green proximity line also activates the shredder trap below.
The Shredder
Each red pillar has two rapidly spinning blades at about 2' and 4' high. They attack as a 6th level fighter (21/16 vs. AC), and the damage is 1d6 per blade. The pillars have a hardness of 8 and 720 hit points, however, the blades are more brittle and can be sundered. They have a hardness of 10 and 10 hit points. The worst part is that when someone crosses the blue proximity line, a greasy substance (per the grease spell) coats the floor, walls, and ceiling of the Shredder hall. The DC to stay upright is 15. Since the floor is steeply sloped, characters must make a Balance check (DC 15) if they move more than 1/4 of their normal move. If anyone falls, they will move along the incline for 10 feet/round until they reach the pit at the end of the hallway.
The Pit
The Pit is 50 ft. deep. The good news is that there are ornamental mouths that make good hand/foot holds up to the surface. The bad news is that for every 10 ft. of climbing using the mouths as handholds causes the mouth to exhale a large puff of greenish gas. A Fortitude save must be made versus an Inhaled Poison (gorgon's breath) DC 18. Initial damage is slow (as the spell) and secondary damage is 1d6 Dexterity.
The Spitting Cobras
Once the pink proximity threshold is crossed, the cobra heads (pink triangles) will start repeatedly firing arrows at the party in the hallway. Each arrow is a DC 25 save versus AC, and causes 1d8 damage. If the arrow misses cleanly (by 5 or more), the arrow sails past the target and attacks the next person in line. Each target after the first, gets a +4 cover bonus to AC.
The Disco Room
There are ten pillars in the room. Each pillar has between 2 and 4 floor-to-ceiling mithral mirrors which face another pillar. Between the magical mirrors a dazzling sheet of light dances continually. Anyone crossing through the sheet must make a Willpower save (DC 18) or be stunned for 1d4 rounds. If the save succeeds, the character is only dazzled for a round. Closing one's eyes give a +2 circumstance bonus to the save. One needs to be truly sightless to avoid the effects of this trap.[/sblock]