Forest of Spears Trap
Forest of Spears Trap (CR 5 Trap)
Simple Complexity |
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Detect Trap 18 (Spot DC)
Initiative |
Man Def |
Durability |
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52 |
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 affects, 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. Approximately half of the squares in the area should be trapped, and no more than three-quarters (75%) of the squares should be trapped. GMs 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 equal to half the number of players and allied creatures (round down, minimum 1) that are present in the encounter. The number of targets affected is increased by +1 per 10 CR's of the trap (i.e. half the number of enemies present, +1 for trap CRs 11-20, +2 for trap CRs 21-30, and +3 for traps CR 31+). 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 as a free action. 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 to move them one square out of the trapped square in a direction directly away from the Origin Space of the trap. Lastly, the square which was activated becomes Impeded terrain until the start of the trap's next turn, as it is now filled with a bundle of pointed stabbers of an appropriate nature. At the start of the trap's next turn, these spears retract, resetting the trap in that space. |
Anti-Tamper: Wrong Choice Punisher (Su) Triggered Immediate Action |
If any effort is made to override the Forest of Spears Trap that does not shut down the trap, a burst of spears targets all squares adjacent to the origin square, and the origin square itself, as an Immediate Action, inflicting 1d6+2, and Pushing any affected creature a number of squares sufficient to overcome any amount of move resistance to move them one square out of the trapped square directly away from the origin space. In addition, any creature pushed by this attack is also Quelled, unless they possess any amount of Forced Movement Resistance, in which case they are not Quelled.
This attack withdraws its spears immediately, and therefore does not create any impeded squares. |
Reset: Forest of Spears (Su) Triggered Free Action |
If, at the end of any round there are no creatures that the trap considers allies present, and the trap remains active, every square in the trap's affected spaces (those spaces marked as trapped by the GM) is subject to a burst of spears, as the trap clears itself and resets for ten rounds (or longer, at GM's discretion). All creatures in the trap's affected area suffer 1d8+4 points of spindling (physical, rare) damage, and Pushing any affected creature a number of squares sufficient to overcome any amount of Forced Movement Resistance to move them one square out of the trapped square directly away from the origin space. In addition, any creature pushed by this attack is also Quelled, unless they possess any amount of Forced Movement Resistance, in which case they are not Quelled.
This attack withdraws its spears immediately, and therefore does not create any impeded squares. |
On Destruct: Spearing Frenzy (Ex) Triggered Free Action |
If the trap is reduced to zero Durability or less, every square in the trap's affected area (those spaces designated as trapped or not by the GM) is subject to a burst of spears, as the trap expends the last of its driving energy. All creatures in the trap's area of effect suffer 1d6+2 points of piercing (physical, common) damage as the spears lunge out.
This attack withdraws its spears immediately, and therefore does not create any impeded squares. Furthermore, it does not Push affected creatures. |
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 trap's 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.
- Trap
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