Welcome to After Dark! Sit down and listen in as Zac, Vince and Kat walk through creating a trap from the bottom up, or top down, whatever you wish to call it, but they walk you through it and chat out how each part of it works. Of course we make use of Nodwick Bob!
Imagine a huge room with a Triangular pedestal in the canter. It’s faces are 5 feet in length. Each side has a different face. One has a massive lever. One has an arcane symbol. The last has an inset keyhole.
Lever = DC 15 or 20 to move.
Symbol = Arcane check DC 15 to know that it is a fire rune. Must cast a fire spell at it to unlock DC 15.
Keyhole = DC 15 or 20 to unlock.
IF any of these are unlocked individually then the traps go off.
Lever trap = floor falls out onto spikes taking 3D6 piercing damage. Dex save for half.
Symbol trap = Flames from the ceiling and floor roast whoever is in that area. 3d6 fire damage dex save for half.
Keyhole trap = Poison instantly fills this area causing 3d6 poison damage Con save for half.
If any two of these traps are unlocked but not the third then those two traps go off. If all three are attempted but one fails, then all three traps are triggered.
All three traps have to be unlocked at the same time. Yes, they have to roll each time to unlock. Just because you unlock it once doesn’t mean you get a free go next time. The Keyhole changes it’s tumbler arrangement every time. Strength is a strength check, and the Arcane symbol needs a spell every time.
- The arcane symbol changes every time with the trap blasting that element on the player doing the same 3d6 damage of that new element.
- They have to use a 1st level or higher spell.
- Add a fourth wall for a healer. There’s a dying sprite in a cage on one side. Cast a heal spell to unlock that side. A triggered Trap fills the area with darkness causing magical 3d6 necrotic damage with a Wil save for half.
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- Vince – @TheEvilDM
- Sal – @Deadnosave
- Kat – @KatTulip
- Zac – @Zactru
Kevin MacLeod (incompetech.com)
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