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| Complication-1 = Lingering Pain
| Complication-1 = Lingering Pain
| Complication-2 =  
| Complication-2 = Moving Origin Space





Revision as of 21:45, 19 February 2022

Implacable Crushing Trap (CR 6 Trap)

Simple Complexity – Crushing
Detect Trap
15
(Spot DC)
Initiative
Initiative Icon 2.png
5
Man Def
Shield Icon 3.png
16
Durability
37
Eye-clipart.png Tremorsense 60 ft. (12 squares)
Creatures can avoid being targeted if they achieve a Stealth result of 22 or greater.

Default: Crushing Wall (Ex) Once/round on Initiative
Each round on its initiative, one wall (or other surface) advances toward the opposite side of the sealed space of the trap. It advances a minimum of one space, to a maximum of one third the distance it must travel, rounded up to the nearest 5 feet (GM defines). All spaces it covers as it moves become both Blocked and Occupied, and any attempt to damage the moving wall, go around the moving wall, go through the moving wall, or otherwise avoid the advancing doom triggers the Anti-Tamper Attack described below.

Any creature wholly or partially occupying any space swept by the advancing wall suffers Forced Movement of enough magnitude to move them out of all Blocked squares, regardless of move resistance. Falling Prone to resist this movement does not work, although it still leaves you Prone. All creatures moved this way suffer 1d10+2 points of crushing (physical, common) damage, with no saving throw. Any creature not moved suffers no ill effects, aside from the terror of their impending doom.

(Complication) Lingering Pain: When this attack successfully hits a target, or the target fails to save against the attack, it inflicts a weak status condition of the GM's choice (chosen at the time the trap is created). This condition cannot be removed through the standard means (i.e., the methods listed in the "Ended-By" section of the condition). Instead, any source of healing immediately ends the condition, in addition to the healing it normally applies. Any form of Restoration spell, or ability that specifically can remove any weak (or stronger) status condition may also be used. However, if one of these methods is not used to remove the condition, the condition only goes away after the next full night's rest (it does not end at the end of the encounter).

If this condition is inflicted on the same creature more than once, it does not escalate the condition to the next stronger condition in its array; it cannot stack. Of course, having a condition from this trap doesn't prevent the creature from gaining other conditions from other sources, if such sources are also present.

Anti-Tamper: Shattering Surface (Ex) Triggered Immediate Action
Up to once per round per player, after any portion of the trapped room has been subject to a Sunder maneuver, or any attempt has been made to subvert or escape the trapped area by any means, the walls, floor, ceiling, and other surfaces in the trap shatter and strike the offending player with small sharp shards of material. Shattering Surface inflicts 1d6 points of piercing (physical, common) damage to offending players, with a Relex save against a DC of 16 to take half damage.

(Complication) Lingering Pain: When this attack successfully hits a target, or the target fails to save against the attack, it inflicts a weak status condition of the GM's choice (chosen at the time the trap is created). This condition cannot be removed through the standard means (i.e., the methods listed in the "Ended-By" section of the condition). Instead, any source of healing immediately ends the condition, in addition to the healing it normally applies. Any form of Restoration spell, or ability that specifically can remove any weak (or stronger) status condition may also be used. However, if one of these methods is not used to remove the condition, the condition only goes away after the next full night's rest (it does not end at the end of the encounter).

If this condition is inflicted on the same creature more than once, it does not escalate the condition to the next stronger condition in its array; it cannot stack. Of course, having a condition from this trap doesn't prevent the creature from gaining other conditions from other sources, if such sources are also present.

Reset: Vising Crush (Ex) Triggered Free Action
If the moving wall is allowed to advance all the way until it reaches the opposite side of the room, all creatures in the room are Pinned against the wall for one round. The trap presses them painfully against the opposite wall, inflicting 1d10+2 points of mutilation (physical, rare) damage to all pinned creatures at its initiative tick. At the end of the round, there is a loud click, and the wall retreats rapidly all the way back to it's starting position and the trap goes dormant for ten rounds as it recharges and resets.

(Complication) Lingering Pain: When this attack successfully hits a target, or the target fails to save against the attack, it inflicts a weak status condition of the GM's choice (chosen at the time the trap is created). This condition cannot be removed through the standard means (i.e., the methods listed in the "Ended-By" section of the condition). Instead, any source of healing immediately ends the condition, in addition to the healing it normally applies. Any form of Restoration spell, or ability that specifically can remove any weak (or stronger) status condition may also be used. However, if one of these methods is not used to remove the condition, the condition only goes away after the next full night's rest (it does not end at the end of the encounter).

If this condition is inflicted on the same creature more than once, it does not escalate the condition to the next stronger condition in its array; it cannot stack. Of course, having a condition from this trap doesn't prevent the creature from gaining other conditions from other sources, if such sources are also present.

On Destruct: Stopped in Place (Ex) Triggered Free Action
If the trap is disabled via accessing the controls, the advancing wall stops moving at the place it was when the trap was disabled. Note that this often is very inconvenient, as the door to advance through is often covered by the advancing wall. It is possible to rig the trap to reset from this point, then leave the room and watch as it retracts, but that may take time that the party does not wish to expend. It is left to the players and GM's to work out exact details of these situations.

(Complication) Lingering Pain: When this attack successfully hits a target, or the target fails to save against the attack, it inflicts a weak status condition of the GM's choice (chosen at the time the trap is created). This condition cannot be removed through the standard means (i.e., the methods listed in the "Ended-By" section of the condition). Instead, any source of healing immediately ends the condition, in addition to the healing it normally applies. Any form of Restoration spell, or ability that specifically can remove any weak (or stronger) status condition may also be used. However, if one of these methods is not used to remove the condition, the condition only goes away after the next full night's rest (it does not end at the end of the encounter).

If this condition is inflicted on the same creature more than once, it does not escalate the condition to the next stronger condition in its array; it cannot stack. Of course, having a condition from this trap doesn't prevent the creature from gaining other conditions from other sources, if such sources are also present.


Implacable Crushing Trap

Implacable Crushing Trap

Upon activation an Implacable Crushing Trap causes the entrances and exits to a room to be magically barred (slamming shut and barred from the outside, shimmering forcefields appear, the openings meld into the surrounding walls, etc). Once each round after activation on its initiative, one wall ( or ceiling, or the floor) advances across the enclosed space toward the opposite wall ( or floor, etc). The amount it moves each round is defined by the GM when the trap is created, but it typically will cross the entire distance in 3 to 5 rounds. The trap typically activates when it senses enemy creatures in the center of its area of operation, with no enemy creatures adjacent to either an entrance or an exit.

(Complication) Lingering Pain: Traps with this complication add a Weak Status Condition of the GM's choice any time one of its attacks either hit a creature, or that creature fails a save against one of the trap's attacks. GM's are encouraged to choose status conditions that are thematically well-suited to the current adventure they are running. If the trap already lays a Status Condition, this condition instead increases that condition's severity by one step on its array (e.g., a weak condition becomes a moderate condition in the same array, or a moderate condition becomes a strong condition in the same array).

Origin Space

Near the opposite side of the room from whence the players entered, on the wall opposite the moving wall, there is a control panel which is obviously used to stop the implacably advancing wall, prominently located where it can be easily seen and reached, but of course, quite cryptic in how it is operated. Typically, it will use sliding panels that must be arranged a certain way, which allows a lot of complexity, but does not jut out into the room and risk being smashed by the operation of the trap.

(Complication) Moving Origin Space: This trap's origin space is constantly in motion, either moving between a set of different spots in the room, or rotating rapidly around a central point. Regardless, the origin space always displaces 20 feet away from its previous location (or more, at GM's discretion) at the start of each of the trap's turns. Note that this movement is very obvious to anyone looking for it; the origin space doesn't become hidden after moving, it merely moves.

Rewards

XP: 2,400

Treasure: Sellable Goods worth 2,125 gp.

Weight: 60 lbs.     Volume: 2 cu. ft.