Forest of Spears Trap

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Forest of Spears Trap (CR 5 Trap)

Simple Complexity
Detect Trap
18
(Spot DC)
Initiative
Initiative Icon 2.png
12
Man Def
Shield Icon 3.png
17
Durability
52
Eye-clipart.png Tremorsense 40 ft. (8 squares)
Creatures can avoid being targeted if they achieve a Stealth result of 23 or greater.

Default: Spear Burst (Su) Once/round on Initiative
This trap requires the GM to map out, in the space the trap effects, which squares are trapped. This will almost always include the entrance and exits to the room, any important features in the area such as chests, altars, or the bad guy's desk, and other features (perhaps at random) as the GM decides. At least one fifth of the squares in the area should be trapped, and no more than half of the squares should be trapped. GM's may choose to lay out 'safe paths' if they wish, or any other layout as they desire.

Somewhere in the room there will be an obvious control panel, readily visible, with complex and hard-to-decipher controls, which serves as the origin square of the trap.

The trap can activate a number of times per round no greater than one third the number of players and allied creatures (round down, minimum 1) that are present in the combat.

If any player character or an allied creature (NPC, summoned creature, etc) voluntarily ends its move in a space the GM has declared as trapped, the trap goes off. That creature suffers 1d6+2 points of piercing (physical, common) damage, and are Pushed a number of squares sufficient to overcome any amount of move resistance and move them one square out of the trapped square in any direction the GM chooses (or they may roll a d8 and move the victim in a random direction if they wish). Lastly, the square which was activated becomes Impeded terrain until the end of the traps next round, as it is now filled with a bundle of pointed stabbers of an appropriate nature.

Once a given square has been triggered, it remains active after the spears retract at the end of the traps next round.

Anti-Tamper: Wrong Choice Punisher (Su) Triggered Immediate Action
If any effort is made to override the Forest of Spears Trap is made that does not shut down the trap, a burst of spears targets the origin square, inflicting 1d6+2 and moving the offending character(s) one square out of the origin space.

Reset: Forest of Spears (Su) Triggered Free Action
If the encounter is defeated while the trap remains active, every square in the traps area (whether marked as trapped or not by the GM) is subject to a burst of spears, as the trap clears itself and resets for at least ten rounds. All creatures in the traps area of effect suffers 1d8+4 points of spindling (physical, rare) damage as the spears lunge out and then immediately jerk back. Note that there is no hindered terrain in this case.

On Destruct: Spearing Frenzy (Ex) Triggered Free Action
If the trap is reduced to zero Durability or less, every square in the traps area (whether marked as trapped or not by the GM) is subject to a burst of spears, as the trap expends the last of it's driving energy. All creatures in the traps area of effect suffers 1d6+2 points of piercing (physical, common) damage as the spears lunge out and then immediately jerk back. Note that there is no hindered terrain in this case.

Forest of Spears Trap

Forest of Spears Trap

A room, corridor, hallway, or other space that has been rigged up to thrust spears from hidden mechanisms once the trap is activated is a Forest of Spears Trap. Such traps can be fairly mechanical, such as inside a Dwarven ruin or dungeon, or organic, such as within a Purple Worms lair, or purely magical, such as within a Maddened Domain. Regardless of the source, the common element is thrusting stabs followed by bristling bunches of shafts that impede movement.

Origin Space

Somewhere in the traps area of operation, there will be an elaborate control panel which is the control point for the entire trap. This is obvious upon a careful inspection of the area...although whether or not it is safe to move there is much less obvious.

Rewards

XP: 1,600

Treasure: Sellable Goods worth 1,625 gp.

Weight: 50 lbs.     Volume: 2 cu. ft.