Get Over Here! (3.5e Equipment)
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Get Over Here!
Take the rogue out of the picture and make everyone have a bad day trying to save them with this cruel multi-trap waiting to happen. The party observes what seems like a T section hallway with a door at the intersection. Across from the door (the bottom of the T) is a clearly trapped hallway with a greased up floor and the roof covered in wires, from which above there lies burning pots, alchemist fire, or your combustible of choice (Search DC 0). The door is also clearly trapped (Search DC 10, Disable Device DC 20), though much more simple. In fact a DC 25 reveals the door trap simply releases a small puff of useless smoke and not poison. With any luck the party rogue will get to work on the door, and not notice that standing there activates the trap behind him.
A hook and chain bursts out of the wall on the far side of the greased hallway (attack roll +10, 1d8 damage, 19-20/x2) and on a successful attack it digs into them and jerks them backwards into the greased hallway. At the same time, the wires descend downward, blocking the path of the hallway in a mish-mash of tripwires all connected to the combustibles above. Their allies must brave the trapped hallway to save their friend, who is stuck against the wall with a hook in their back. They can loose it with a simple DC 10 Str check, but must also succeed on a DC 20 Dex check to not activate any of the nearby tripwires.
If the tripwires are triggered, the pots fall dealing random damage to all those in the hall (+10 attack roll, 1d4 attacks dealing 1d6 fire plus a DC 15 Reflex save against catching on fire), and the grease (treat as the grease spell) also catches on fire dealing 1d6 fire damage each round it burns.
Bypass
- A DC 20 Search check before the trap is sprung reveals the pressure plate below the door, which triggers the harpoon to fire. Once revealed, a DC 20 Disable Device can jam it. Because of the pressure plate, it will trigger the trap if they just try to enter the door without disabling the decoy door trap.
- Blocking the path of the harpoon may work in saving the rogue's bacon as well.
Alternatives
To increase the danger, increase the damage or status effects. You could also have the trap on the door be a real trap on its own and not merely a decoy.
You can also hide the presence of the tripwires and fire sources with various methods, from mundane to magic.
For a nasty time, have an adhesive on the far side of the hall. Even if they remove the hook, they may not be able to wrest themselves from the wall easily, and excessive struggling could provoke additional dexterity checks to avoid hitting a tripwire.
Harpoon Trap (ad hoc): CR 1; mechanical; location trigger; automatic reset; Atk +10 melee (1d8 piercing, 19-20/x2) with automatic grapple and retraction 60 ft; single target; Search DC 20; Disable Device DC 20. Market Price: 1,200 gp.
Firebomb Trap with Grease (ad hoc): CR 2; mechanical; location trigger; automatic reset; Atk +10 melee (1d4 attacks for 1d6 fire, 20/x2, DC 15 Reflex against catching on fire); grease is flammable for 1d6 fire a round; area of effect (60 ft hallway); Search DC 20; Disable Device DC 20. Market Price: 2,500 gp.
Total Market Price: 3700 gp.
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