PDA

View Full Version : Chamber Traps


Blackwolflegion
19th April 2008, 09:42 AM
The Hall of Wails
An open chamber with grating for the floors. Close inspection reveals that the flooring is divided into 5ft square sections with hinges. Some of the gratings will give way and drop the intended victim 50 ft onto a bed of pikes, while only a few (in a weaving path to the door on the other side) hold firm. Reflex to avoid falling through a grating is DC 14.

The Drowning Chamber
This chamber is similar to the Hall of Wails, but the grating is solid on the floor and ceiling. A pedestal in the center of the room containing fifteen stones with separate colors and three slots for a stone to fit in, sits in the middle. The correct stones must be fitted into the slots in the right order. Any wrong combination causes the room to seal itself off. A second wrong combination causes it to slowly fill with water. Each successive failure causes the water to fill the room faster, but after the tenth failure, fifteen water vipers are dropped from the grating in the ceiling. The only clues to the correct stones are symbols on the pedestal.

The Ooze Pit
A fairy obvious, to anyone looking, (Spot DC 14) trap door gives way to a twenty foot drop into the center of a chamber. At first glance, the chamber seems to have no other exits, but the entire floor is a pressure plate that releases bladed pendelums (dealing 1d10 damage) that criss cross the room every ten feet. In addition to this, a (scaled down) black pudding is released from one end of the chamber. The door the pudding is released from leads to a set of stairs and the path to rejoin the party.