Building a Trap that forces PCs to dance


Rules Questions


Hello

I have a question. I once designed a magical trap for a D&D 3.5 module. It was supposed to work like this: Everybody touching a certain floor starts dancing around loosing 1 temporary Con per round. This goes on until one succeeds at a Will save or dies.

How am I to put this in terms of the Pathfinder rules for trap designing? The only spell I found to be of use is an 8th level spell ("Irresistable Dance") which makes the CR far to high for a trap that most probably won't do that much harm.

Regards
Nuwanda


So it doesn't have to be irresistible?

What you want is suggestion. Add poison for the con damage. That should give you a good baseline.


Just make the DC, CR, and/or effect what ever you want it to be.


Mortifier wrote:
Just make the DC, CR, and/or effect what ever you want it to be.

The trap is designed for a module that is going to be published. So I don't have that freedom.


Does anyone know of a spell that reduces it's victims Con? It wouldn't be reasonable to use poison since someone would have to mend the trap and lace it with a substance time and again. That's impossible, I am afraid.


Nuwanda wrote:
Does anyone know of a spell that reduces it's victims Con? It wouldn't be reasonable to use poison since someone would have to mend the trap and lace it with a substance time and again. That's impossible, I am afraid.

Poison! :D


Uh.. it's a spell... all right. Thanks for your help guys.

Shadow Lodge

Just make sure a mirrored ball descends from the ceiling when the trap goes off and you'll be fine.


Pathfinder Maps Subscriber

Extra points if it's a Polka.


SlimGauge wrote:
Extra points if it's a Polka.

That has to violate some sort of DM geneva convention...

Grand Lodge

BigNorseWolf wrote:
SlimGauge wrote:
Extra points if it's a Polka.
That has to violate some sort of DM geneva convention...

Only if it's bad polka.


Nuwanda wrote:

I have a question. I once designed a magical trap for a D&D 3.5 module. It was supposed to work like this: Everybody touching a certain floor starts dancing around loosing 1 temporary Con per round. This goes on until one succeeds at a Will save or dies.

I understand the concept, but I would have a problem with mechanics like this. The 20 CON barbarian with endurance takes the same damage per round as the wizard. He should be able to dance longer without getting tired.

I would use something similar to the existing rules for forced marching, i.e. a Constitution check (DC 10, +2 per extra round). You could then use non-lethal damage or use 1d3 Constitution damage per round. You must make a will save each round to stop dancing but if you don't then you must make a Constitution check to see if you take damage.

Anyway, that's my two coppers on that part.

I would look at this as most similar to the insanity mist trap but instead of insanity mist for the poison you're using roughly the equivalent of Burnt othur fumes. Unfortunately, this puts us in the CR 10 range for the trap.

Yellow mold as environmental challenge is CR 6.

I'm not sure what CR you were looking for. It should be fairly high as there is the possibility of multiple targets and it doesn't end after a set number of rounds so there is always the possibility of death.


Madclaw wrote:
BigNorseWolf wrote:
SlimGauge wrote:
Extra points if it's a Polka.
That has to violate some sort of DM geneva convention...
Only if it's bad polka.

Can it not be?


Instead of con damage, how about actual damage. You could have blades or spikes jut out of the floor, and give the floor a slight slope toward a pit or other hazard. An Irresistible Dance spell, and discordant music, add up to a dreadful, and memorable trap. You could rule that they make the will save or dance indefinitely, losing toes and crippling themselves, and drifting down the slope 5' a round toward something worse.

I am going to add this trap to a temple to Zura in my campaign.


Yeah, Tim is right. i have to change the mechanism and, wow, your ideas are so damn cool. Discordant music played by pipe organ for example would make a cool trap, since it is set inside a vampire territory.

You guys seem to be very creative. Maybe you can help me with this as well: I still tink about some "creepy effects" which are supposed to give the place where the adventure unfolds a certain atmosphere. I thought about familiars which somehow turn scavengers and start eating half rotten corpses or swarms of dung beetles which stick to one certain character... any ideas?


So I'm on Nuwanda's ignore list. And I didn't even remember being mean to him. Oh well. Might as well start now.


KaeYoss wrote:
So I'm on Nuwanda's ignore list. And I didn't even remember being mean to him. Oh well. Might as well start now.

Oh, what have I done to give you this impression?


Nuwanda wrote:
KaeYoss wrote:
So I'm on Nuwanda's ignore list. And I didn't even remember being mean to him. Oh well. Might as well start now.
Oh, what have I done to give you this impression?

Ignored me :P

You seemed to have overlooked my first post where I talk about poison for con damage. And then asked about a spell for con damage.

Or maybe I'm just Paranoid. I blame the government who keeps breaking into my house to move things around so I don't find them. They try to hide it, so I think I just misplaced stuff, but I KNOW!


BigNorseWolf wrote:
SlimGauge wrote:
Extra points if it's a Polka.
That has to violate some sort of DM geneva convention...

Polka will never die!


There's something like this already, actually. A Haunt in Rise of the Runelords.


We actually encountered a monster like this in Curse of the Crimson Throne.


2nd Ed had a magic item that when thrown onto the deck of a ship forced everyone on the ship to dance. It was an idol of a sailor.


Some call me Tim wrote:
Some call me Tim wrote:


I'm not sure what CR you were looking for. It should be fairly high as there is the possibility of multiple targets and it doesn't end after a set number of rounds so there is always the possibility of death.

Multiple targets and open end doesn't change the CR of a magic device trap I think... strange rules.


Wierd Al Yankovic makes some awesome polkas.


stringburka wrote:
Nuwanda wrote:
Does anyone know of a spell that reduces it's victims Con? It wouldn't be reasonable to use poison since someone would have to mend the trap and lace it with a substance time and again. That's impossible, I am afraid.
Poison! :D

Just because I think the point is getting lost... I think he was actually implying the SPELL poison added to the effect. So not a physical poison.

Personally, I'd think the trap would be way cooler if the characters simply weren't allowed to breath while under the compulsion. Let's you whip out that (somewhat obscure) but still totally legit suffocation rules, making the trap potentially deadly without totally wholloping the players with a crap load of hp or con damage.

Completely unrelated trap- but I always thought it would be cool to have some horrible marionette puppet strings to grab a random character and force them to attack their allies (possessed character would be conscious, be able to act freely on his turn, so in effect would be going twice per round) until the players destroyed the cursed mechanism.


well you're looking at basically a permanent version of a level 7 spell and a level 5 spell


Nuwanda wrote:
Some call me Tim wrote:
Some call me Tim wrote:


I'm not sure what CR you were looking for. It should be fairly high as there is the possibility of multiple targets and it doesn't end after a set number of rounds so there is always the possibility of death.

Multiple targets and open end doesn't change the CR of a magic device trap I think... strange rules.

Multiple targets (non-damage) adds +1 CR. If it does hit point damage you double the average damage. Really doesn't address ability damage, but since that is usually the result of magic or poison, I guess it doesn't really have to.

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