Summary::The Rolling Pin Trap gives you a choice of being run over, or drowning, with no place to run. The party enters a door, entering the center of a sloped hallway to the left and right. To the left, the hallway slopes upward and ends in their destination door. To the right, the hallway slopes downward and enters water, apparently sunk. The right hallway ends in a dead end. The roof is arched 12 feet high, and there are subtle signs of shallow ribbing and scratches on the floor (Search DC 20). As they travel to the left, they trigger a click-plate mid-way up, and the trap begins.
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rdfs:label
| - Rolling Pin Tunnel (3.5e Equipment)
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rdfs:comment
| - Summary::The Rolling Pin Trap gives you a choice of being run over, or drowning, with no place to run. The party enters a door, entering the center of a sloped hallway to the left and right. To the left, the hallway slopes upward and ends in their destination door. To the right, the hallway slopes downward and enters water, apparently sunk. The right hallway ends in a dead end. The roof is arched 12 feet high, and there are subtle signs of shallow ribbing and scratches on the floor (Search DC 20). As they travel to the left, they trigger a click-plate mid-way up, and the trap begins.
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author name
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dbkwik:dungeons/pr...iPageUsesTemplate
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Editing
| - Mechanical changes on Talk please.
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abstract
| - Summary::The Rolling Pin Trap gives you a choice of being run over, or drowning, with no place to run. The party enters a door, entering the center of a sloped hallway to the left and right. To the left, the hallway slopes upward and ends in their destination door. To the right, the hallway slopes downward and enters water, apparently sunk. The right hallway ends in a dead end. The roof is arched 12 feet high, and there are subtle signs of shallow ribbing and scratches on the floor (Search DC 20). As they travel to the left, they trigger a click-plate mid-way up, and the trap begins. The entrance door they came through shuts and locks, and at the top of the hallway a large bladed rolling pin drops, 8 feet tall and as wide as the hallway. The round cheese grater then proceeds to roll down the tunnel at a suitable speed to give the players about 6 rounds before it crushes them at the end of the tunnel underwater. If the players make contact with the rolling pin they take 4d6 slashing damage, and must suceed on a DC 15 Reflex save. Success means they are simply pushed back with the rolling pin, while failure means they fall prone and take another 8d6 slashing damage as they are run over (through this does mean they are out of further danger). After the rolling pin reaches the end of the hallway, the dead end opens up and drops the rolling pin on a conveyor belt, which brings the pin back to the top of the slope and resets the trap after 1 minute. When the trap resets, the locked door opens and the pressure plate returns to its unpressed state.
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