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Rolling Pin Tunnel (3.5e Equipment)

5 bytes added, 22:16, 3 December 2017
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Grammar check
# By running into the water until they are submerged, a party may then swim up into the archways above, allowing the dangerous rolling pin to pass harmlessly beneeth as they stay afloat.
# A sufficient high jump check to leap over the 8 foot rolling pin will allow them to sail between the space of the rolling pin and the roof. Flight can perform the same thing.
# With a '''DC 20 Search check''' , one can find a secret door at the dead end at the right end of the hall, underwater. A subsequent '''DC 20 Strength check''' can force it open, allowing the party to ride the return belt up before the rolling pin hits them.
===Alternatives===
If you wish to make it more difficult and suitable for higher -level parties, throw in dispel magic traps on the ceiling (per permenant permanent ''Walls of Dispel Magic''<sup>SpC</sup>) to discourage flight-based attempts.
CR 7; mechanical; location trigger; automatic reset; DC 20 Reflex negates prone; (4d6 touch, 8d6 run over); Search DC 25; Disable Device DC 20. Market Price: [[Cost::15,400 gp]].
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