The Tilt
The Tilt
Trap XP 250
Suddenly, the floor beneath you drops, sliding you down toward an open pit.
Luckily you stop your slide…just in time to be hit by a section of the wall that
slid down from the top of the slope. Half dazed, you fall into the pit only to be
slashed up by whirling blades. Almost dead, you find yourself in a room beneath
the blades, WITH THE FLOOR RISING TOWARD THEM!!!!!
Trap: A section of floor that drops down to one side, sliding the characters
towards a grinder pit located at the bottom of the incline and releasing a block
of stone that will push those in who kept themselves from sliding into the pit.
Initiative: +7
Perception:
DC 20- The character notices that the floor is polished much smoother than
the rest of the stonework.
DC 25- The character notices that a large section of the wall is moveable (A
secret door of some kind?)
DC 30- The character feels a slight imbalance in the floor and notices that
there are minute grooves in the wall (where the floor drops down).
Tilt
Attack: +7 vs. Reflex
Targets: All creatures standing on floor
Hit: Targets are knocked prone and slid 1d10+2 squares towards the grinder pit
Miss: Targets keep their feet, but slide 1d6 squares towards the grinder pit
Countermeasures:
Characters holding on to a secure rope gain a +5 to their defenses vs. this
trap
Slide
Attack: +9 vs. Reflex
Targets: All creatures in the blocks path
Hit: 1d10+5 damage and targets are pushed into the mouth of the grinder
Miss: Target takes 1d4+2 damage and is pushed to the mouth of the grinder,
but has a grip on the block (DC 15 Athletics check to climb up) and must make a
DC 20 athletics check to avoid being thrown into the pit at the end of the slide.
Countermeasures:
A character can attempt a DC 20 athletics or acrobatics check to jump or
roll on to the top of the block. They must then make a DC 15 athletics or
acrobatics check to avoid being thrown into the pit at the end of the slide.
Grind
Attack: +10 vs. Reflex
Targets: All creatures slid into the grinder pit
Hit: 2d10 damage and the character takes 1d10 falling damage from landing in
the pit below the blades.
Miss: The character is given a second chance to make a DC 15 athletics check
to hold onto the lip of the pit and must then climb out or fall and be
automatically hit by the blades.
Secondary attack: Those deposited into the grinder pit will then be attacked by
the blades again 3 rounds after the first character enters the grinder pit. The
floor rises up and those in the pit are attacked at +7 vs. Reflex.
Hit: 2d6 damage and ongoing 10 damage until the character escapes the pit.
Miss. The character can jump through a gap in the blades and gains another
chance to climb out and must make a DC 15 athletics check to hold onto the lip
of the pit and then climb out or fall and be automatically hit by the blades
again.
Countermeasure:
A character deposited into the grinder pit can locate an emergency
shutdown switch with a DC 20 perception check. It can be shut down with a
thievery skill challenge with five successes before three failures at a DC of
18 (2 failures ups the DC to 20)