Post by javenspell on Dec 23, 2013 19:17:20 GMT
This is a trap I thought up for one of my adventures.
There is a hall with a door at the end. The room is actually a dead end with a stone wall behind the door. (I was a little mean by having the door locked)
There is a pressure plate half way through the hall. Once stepped on, another stone slides in front of the entranceway.
The entire floor then begins to rotate with the entrance area going up and the area by the door going down.
The PC's have no choice but to fall...even if they grab the end going up, the floor rotates a full 180 degrees so they risk losing their hands if they hold on too long.
It is not a far drop, so it would be fall dmg. 1d6
The PC's will find themselves in a cell the same dimensions as the trap hall above only the right side has a barred door.
Unknown to the PC's there are some nasty creatures in the adjacent room who, in hearing the trap activated will now activate the second part of the trap by pulling a lever (I am using Orcs)
This takes about three rounds (since the Orcs are in no hurry) which the PC's can use to check out their surroundings...listen checks will no doubt alert them of their captures...successful search check will reveal a clay pipe running along the back wall of the cell about 2" in diameter with holes all along the top.
When the Orcs pull the switch the PC's will hear a grating sound and then liquid moving into the pipe...they will also see the holes on top of the pipe kind of glow green.
Soon a green gas starts to emit out of the holes.
This gas is not fatal unless breathed in for a long period of time. It is designed to knock out the PC's for easy looting & transportation to a dungeon cell.
I give the PC's 3 more rounds before the gas causes them to have to start making fortitude checks
The Orcs...knowing the PC's are helpless go back to playing their game of dice or whatever until the gas takes effect.
If the players are creative and smart, they can break the clay pipe and take some of the liquid and put it on the bars using the clay pieces. (Using a non magical metal weapon or shield/armor will ruin it.)
The bars will be brittle in 2 rounds and the PC's can break through...otherwise they eventually go night night and wake up in another cell, minus their items. (Up to the DM where it goes from there)
When I sprung this on my party they had a thief that was able to grab the door handle and pick the lock while the floor was turning...he was quite mad at me when he succeeded only to find a walled up passage and the door was crushed but the spinning floor as he fell)
They did figure out the acid on the bars though and got a surprise attack on the Orcs so they ended up liking it.