|Editing:||Mechanical changes on Talk please.|
Dork In A BottleEdit
Summary::The players aren't afraid of a simple pit trap, at least not until this one. The trap is actually two traps in one, with the first being a simple pit trap, something the players are likely used to. They fall a mere 20 feet, hit thin wooden boards, and crash into the soft cushion of water, only taking 1d6 damage. Well, this isn't bad at all.
However, it is not so much a simple shaft as it is a cavern down there, with walls curved inward and a pit of water at the bottom, and on impact the wooden boards covering the water pit shatter. These boards were the only thing holding up a large boulder propped up against the curved side of the cavern wall, and with a grind the boulder follows gravity, rolling into the center and over the water pit. The dork is now in the bottom, berif of light and air. A DC 33 Str check or the collective pushing strength to push a 7500 lbs is required to remove the boulder before it's too late.
- A DC 20 Search check reveals the pit trap, allowing it to be avoided, or disabled with a DC 20 Disable Device if situated in such a way where it cannot be walked around.
If you wish to make it more difficult and suitable for higher level parties, throw in a monster in the water, or in the caves waiting for fellow party members to drop down and rescue them. You can always make the water into acid or lava for wonderful submersion damage, a sure fire way to make it fatal.
Pit Trap: CR 1; mechanical; location trigger; manual reset; DC 20 Reflex save avoids; 20 ft. deep (1d6, fall in water); Search DC 24; Disable Device DC 20. Market Price: 1,800 gp.
Boulder Trap: CR 7; mechanical; location trigger; repair; no save; (7500 lb rock or DC 33 Str to move); Search DC 1; Disable Device DC 15. Market Price: 5400 gp.
Total Market Price: Cost::7,200 gp.