Implacable Crushing Trap

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Implacable Crushing Trap (CR 3 Trap)

Simple Complexity – Crushing
Detect Trap
15
(Spot DC)
Initiative
Initiative Icon 2.png
5
Man Def
Shield Icon 3.png
14
Durability
37
Eye-clipart.png Tremorsense 60 ft. (12 squares)
Creatures can avoid being targeted if they achieve a Stealth result of 20 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, fails, and triggers the Anti-Tamper Attack described below. This includes magical effects such as Dimension Door, the Trap is treated to defeat such measures as part of its nature.

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. Similarly, any non-unique foreign obstacles the characters place in the way of the implacable advance are either moved, if they can be moved, or suffer sufficient Siege Damage to destroy them as the wall moves over them. It is not possible to defeat an Implacable Crushing Trap by brute strength or trickery. That's what makes it a trap. Shut it off with the controls, or suffer the effects.

All creatures swept over and moved by the advancing wall 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.

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 15 to take half damage.

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.

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.

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.

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.

Rewards

XP: 800

Treasure: Sellable Goods worth 813 gp.

Weight: 30 lbs.     Volume: 1 cu. ft.