| DarkxInitiative |
I'm making a campaign for the first time and can't think of a way the pcs can get of a trap I made that splits the party in half filling one half the chamber with water in about a minute and making the other halfs roof begin to crush them so how can I make it to where both of them have to do something for the othersides traps to deactivate? Disable device? Or what
| Emmanuel Nouvellon-Pugh |
You could have a room with a Vat of water counterweight to the crushing slab is slowly spilling into the next room that has a grate in the ceiling but is sealed. They can use knowledge nature/dungeoneering to realize that if they broke down the wall between each trap they could gain access to the fulcrum and jam it with rubble, but each attempt at breaching it can cause the vat to empty immediately. Perception/engineering realizes that the grout used on the masonry is weak to chiseling, or that the slab itself has a release that if disengaged with a simple twist drops it and guarantees the other room won't fill with water.
| wooglycakes |
If you want the PCs to interact with the trap after they set it off and use more skills than just Perception or Disable Device, why not adapt Pathfinder's haunt rules?
Here is how I envision this trap, designed for a party of 6th- to 8th-level characters.
TL;DR Summary: When all the PCs enter a chamber, the doors slam shut and an iron wall divides the chamber in half. One side has drains on the bottom, but the ceiling is descending fast; the other has hatches that grant access to the trap's mechanisms, but is flooding with water. The PCs have limited time and hampered communication.
Suddenly, a wall of iron (3 inches thick; hardness 10, hp 90) descends along the centre of the room, separating you from the rest of the party!
If a PC is caught in any square where the iron wall is supposed to land, they are shifted to one side or the other (6d6 bludgeoning; DC 20 Reflex avoids).
This is the main barrier that splits the party. Divide your players into two separate groups at this point; with an iron wall in the way, the players should not be able to communicate normally with the other side. If a PC wants to talk to the other side, have the other side roll a Perception check. If they fail (or even if they succeed), feel free to play a game of 'broken telephone.'
Let us assign this Perception check a DC of 15, equal in difficulty with trying to hear the details of a whispered conversation. Once the chambers are filled with the sound of rushing water or gears turning, increase the DC by 5 for terrible conditions. If the PCs who receive the message are not actively trying to listen at the wall, further increase the DC by 5 for being distracted.
The iron doors (hardness 10, hp 60, break DC 28) that lead into and out of the chamber slam shut. The impact locks the doors; the locks are of good quality (DC 30 Disable Device).
The doors serve two functions. First, they create a sealed container that can be filled with water. More importantly, however, they become possible, though difficult, exits for the PCs. Both the fighter and the rogue have a real chance of breaking down the door or unlocking it. Attempting either takes time, unless the party wizard has prepared knock — but even then, this does not save the PCs on the other side. If the PCs manage to leave through their respective doors, the party is still split. You could use this as a great opportunity for some roleplaying.
Retrieving an item (like thieves' tools or a scroll of knock) is a move action. Attempting to open a lock is a full-round action.
One group of PCs notice several hatches open in the ceiling, and a rushing torrent of water begins to flow into the room at an alarming rate. Unfortunate PCs who are right under a hatch (or move under a hatch later) are buffeted by the water, and can be knocked off their feet (knocked prone, 2d6 bludgeoning; DC 20 Reflex avoids). The water rises by 1 foot every round.
The other group of PCs notice the loud sound of gears turning as the stone ceiling begins to descend at a rate of 1 foot every round.
This is where the PCs can interact freely with the various obstacles they face! Here are a few ways that they can.
In order to reach the machinery, a PC must access the various hatches on the ceiling. The hatches are 10 feet above the ground. As the water rises, it should be easier for the PCs to enter the hatch, using skills such as Climb and Acrobatics. Once they are inside, it takes a DC 20 Disable Device check to stop the ceiling from descending further, and a DC 28 Disable Device check to halt the flow of water. A DC 20 Strength check made yanking the chain, raises the falling ceiling by 1 foot. Disabling complicated devices such as these takes 1d4 rounds.
On the other side, PCs can attempt to raise the iron wall with a DC 20 Strength check (in the area with rising water, the pressure makes the task more difficult; this raises the DC by 10). If they succeed, they drain 1 foot of water and stops the ceiling from descending next round. This allows other PCs to make Acrobatics, Escape Artist, or Swim checks to get to the other side.
The PCs in the room with rushing water must resist each round or be pulled under (1d3 nonlethal; DC 15 Strength or Swim check avoids). If they fall unconscious, they begin to drown.
Medium-sized PCs in the other room begin to take squeezing penalties (move at half speed, -4 AC, -4 Reflex).
The PCs in the room with the falling ceiling are crushed to death. 16d6 bludgeoning damage sounds like a conservative estimate.
| TrustNo1 |
I like discrete traps that can "pop" on the party at any time. Trapped items are the best way to do this. For instance, I have used this one several times. I have a magical sword propped sitting next to an empty sheathe. If the players take the sword and put it in the sheathe it will pop a bladder of acid at the bottom of the sheathe and destroy the magical item releasing the magical energy in whatever form you choose.
Another is a trapped spyglass. This is a fun one because it makes the players cringe when it goes off. I will place a spyglass in the treasure right before the party gets to an area where they could use the spyglass. When they look through the spyglass I tell them that it is out of focus. As soon as they mention focusing the spyglass it ejects a sharp nail directly into their eye and permanently blinding them.