The Clutches of Doom's page

1 post. Alias of Doomed Hero.


The cultist in the guard station, could hear the faint scratching throught he stone as the adventurer on the other side of the wall began disabling the trap.

Welcome them in, Hextor's mind voice prompted the Cultist.

She casually reached over and pulled the manual release mechanism, setting the trap off.

Note on the map that the blade trap is manually triggered. Unless their trapsmith has some ability that makes them super quick at disarming, the trap should be able to be activated before the device is disabled.

Scything blades exploded out from the wall.

Wall Scythe Trap: 1d20 + 20 ⇒ (9) + 20 = 29
Damage: 2d4 + 6 ⇒ (2, 3) + 6 = 11

As quick as they came, they were gone again. The tension spring inside the wall began winding, resetting.

Trap takes 2 rounds to reset.