Post by BlueWizrobe on Oct 8, 2013 12:06:13 GMT -5
Hi guys! I just joined the site recently and have been thoroughly enjoying browsing all of your amazing ideas and creations, after discovering this place via DM Scotty's YouTube tutorials. I came across this forum and thought I'd share some of my 4e trap designs. The most elaborate one I've designed to date was built as a combat/skill challenge of sorts, the Vault of Ancient Kings - a mago-mechanical device constructed centuries ago during the reign of the Empire of Three Crowns, a collaborative effort of human, dwarven & elven design. The Vault itself is kept sealed by enormous hewn stone slabs (doors doesn't really do them justice) which are so large and indesctructible that they can only be opened by use of the ancient engine built by the vault's creators.
The "ignition" for the engine is a minor magical device known as an Orb of Induction - a small, glassy orb that sits on a simple, well made pedestal in the middle of the room capable of converting any magical power into energy to power the massive engine. The mage powering the orb would place his or her hands through two holes in the orb housing and cast a simple cantrip continually upon the orb. A pair of armrests would lock around the mage's forearms with razor sharp blades within as something of a theft deterrent. If an incorrect combination was entered, the mage would lose his arms, the spell powering the engine would be interrupted, and a chain of events resulting in the likely deaths of the thieves would be set in motion.
During the time of the Empire, the vault required 4 people to open - one spellcaster to power the Orb of Induction and two others to enter sealed rooms on either side of the Orb chamber to pull the levers that release the locked slabs to slide apart on their tracks. If the spell powering the orb is interrupted, the slabs would quickly close back into place and the access hatches leading to the lever chambers would reseal, effectively crushing, asphyxiating, starving, or best-case-scenario capturing the thieves within the vault. However, the ravages of time have taken their toll on the ancient device and the ruin in which it is hidden.
With both levers activated, the slabs release and slide open revealing the vault door and the access panel. In the Empire's time, the 4th person who knew the combination (likely one of the royals) could input the correct combination using the 5 dials, unseal the vault door and shut off the engine, safely releasing the mage powering the orb.
Today, the Orb and engine are still functional, however one of the conduction cylinders lining the West wall of the orb chamber used to both conduct and amplify the magi-electrical power from the Orb to the engine has been shattered, breaking the circuit within. The access tunnel for the south lever room flooded with flammable oil some time ago, creating a perilous swim to reach the release lever on the other side. To make matters worse, the walls seperating that lever chamber from the engine block have fallen victim to erosion and tunneling insects, and now gouts of searing flame blast the lever chamber while the engine is running. The other lever chamber, located on the North side of the orb chamber in the Fan Maintenance area, is easier to access, but no less dangerous itself. Within the northern lever chamber, the massive retractable fans that keep the engine cool were once maintained. When operational, the fan blades rotate in and out of the room at varying intervals to keep them from being damaged by prolonged exposure to the engine's heat. However, the slab release lever also housed within the maintenance chamber has rusted and requires a good deal of strength to not only move, but to hold open as it will constantly try to pull back into the closed position - and pull its operator within range of the whirling mithril fan blades as they oscillate in and out of the engine compartment.
So that's the story/flavor version of how this particular trap works. Mechanically, the vault is divided into 5 separate stations, 4 of which have initiative and their own at-will attack. The PCs are making skill checks at each location to bypass each part of the manual override and open the vault.
Station 1: The Orb of Induction - the party's magic user (for simplicity's sake, I'll use wizard from here on but any spellcaster will do - ideally they will want a good Arcana score) will need to place his/her hands in the orb and continually cast a cantrip/at-will power on the orb to power the gigantic engine below. To place their hands in the holes, the wizard will have to place their forearms on the locking, bladed armrests. Then the player must succeed an Arcana check on his turn each round. A failed check results in a power surge which deals damage to the character at Station 2. Additionally, on its initiative, the orb makes an attack against the operator's Will to reflect the amt of concentration needed to keep this up. A hit results in a power surge, dealing damage to the character at Station 2.
Station 2: The Conduction Cylinder - One of the cylinders that conduct power from the orb to the engine was destroyed in a break-in attempt long ago and now the circuit must be manually completed by a PC with the bravery and (more importantly) fortitude to grab the lead in the top of the cylinder and use his or her body to bridge the connection between the top and bottom of the cylinder. The complete circuit causes the engine to roar to life and opens the sealed hatches that lead to the North and South lever chambers. Station 2's operator must then withstand the energy passing through them on its way to the engine by succeeding an Endurance check on their initiative each turn. A failed check by the operator of Station 2 results in an interruption of power, forcing the fans to retract potentially damaging the operator of Station 4. Additionally, on its initiative, the energy current will make an attack vs. the operator's Fortitude. If hit, the operator struggles to maintain the connection resulting in a power fluctuation that forces the fans to retract and damage the operator of Station 4.
Station 3: The Heat Chamber - The operator of the South Lever must dive through the oil-flooded access tunnel and emerge within the southern chamber, pull the floor lever within and hold it in the open position (no check required.) However, because the walls aren't as sound as they once were, they must do so while dodging gouts of flame coming through the walls and floor by the lever, which they do by succeeding on an Acrobatics check on their initiative. A failed check results in the operator losing their grip on the handle, causing the slab to begin to slide back into its closed position, potentially damaging the operator of Station 5. Additionally, on its initiative the Heat Chamber attacks the operator's reflex with a blast of flame. If hit, the operator takes fire damage plus additional ongoing fire damage (save ends) if they are still oil-soaked from their swim into this chamber.
Station 4: The Fan Chamber - The operator of the North Lever can easily climb through the access tunnel to get into the fan maintenance chamber where the north lever is housed. However, the lever here is quite stuck and puts up a lot of resistance to remaining in the open position. The operator must succeed an Athletics check to keep the lever in the open position. This also keeps the operator in constant reach of the giant mithril fans as they move in and out of the room. A failed Athletics check means the lever slips causing the slab to begin to slide back into its closed position, potentially damaging the operator of Station 5. Additionally, on its initiative the fan chamber attacks the operator's AC (or alternatively Reflex if the player is dodgier and less armored) If hit, the operator takes physical damage from the fan blades. Additionally, if the fans all retract due to power interuption (failure at station 2) a buildup of heat occurs resulting in an explosion in the Heat Chamber (station 3 - attack vs. Station 3 operator Reflex for more fire damage.)
Station 5: The Access Panel - with the engine powered and the slab release levers in place, the slabs covering the vault slide to the sides and the vault door and access panel are revealed. The access panel consists of dial controls and the combination must be cracked by X successful Thievery checks (1 per round). A failed check causes the blades within the armlocks on the operator of Station 1 to protract, damaging them. On X successful completions, the vault door hisses open, the engine shuts down, and all 4 other PCs can leave their stations safely and help themselves to the goodies inside the vault.
Final Notes: Bit of a doozie there, sorry for the long read. It's a pretty complex encounter. I've left the skill DCs, initiative & AB values and damage values blank so that this can be made to work for any level. I also customized this particular trap to the skills of my party which consists of a Nethermancer, a Paladin, a Ranger, a Fighter/Rogue MC and a Sorcerer/Rogue Hybrid. If your party comp is different you could certainly reflavor one or more of the elements to fit. I also designed this following the 4e philosophy of "non-instant death" results, but you could certainly up the lethality if you wanted to. It's not a traditional skill challenge in the sense that X # of successes = win or Y # failures = loss. They ultimately can only fail if they run out of HPs so it's kind of a combat/skill challenge merger. My default for the number of successful thievery checks required by the operator of Station 5 to open the vault is 3. To make the encounter longer (and therefore harder) force more successful thievery checks for Operator 5 to open the vault.
The "ignition" for the engine is a minor magical device known as an Orb of Induction - a small, glassy orb that sits on a simple, well made pedestal in the middle of the room capable of converting any magical power into energy to power the massive engine. The mage powering the orb would place his or her hands through two holes in the orb housing and cast a simple cantrip continually upon the orb. A pair of armrests would lock around the mage's forearms with razor sharp blades within as something of a theft deterrent. If an incorrect combination was entered, the mage would lose his arms, the spell powering the engine would be interrupted, and a chain of events resulting in the likely deaths of the thieves would be set in motion.
During the time of the Empire, the vault required 4 people to open - one spellcaster to power the Orb of Induction and two others to enter sealed rooms on either side of the Orb chamber to pull the levers that release the locked slabs to slide apart on their tracks. If the spell powering the orb is interrupted, the slabs would quickly close back into place and the access hatches leading to the lever chambers would reseal, effectively crushing, asphyxiating, starving, or best-case-scenario capturing the thieves within the vault. However, the ravages of time have taken their toll on the ancient device and the ruin in which it is hidden.
With both levers activated, the slabs release and slide open revealing the vault door and the access panel. In the Empire's time, the 4th person who knew the combination (likely one of the royals) could input the correct combination using the 5 dials, unseal the vault door and shut off the engine, safely releasing the mage powering the orb.
Today, the Orb and engine are still functional, however one of the conduction cylinders lining the West wall of the orb chamber used to both conduct and amplify the magi-electrical power from the Orb to the engine has been shattered, breaking the circuit within. The access tunnel for the south lever room flooded with flammable oil some time ago, creating a perilous swim to reach the release lever on the other side. To make matters worse, the walls seperating that lever chamber from the engine block have fallen victim to erosion and tunneling insects, and now gouts of searing flame blast the lever chamber while the engine is running. The other lever chamber, located on the North side of the orb chamber in the Fan Maintenance area, is easier to access, but no less dangerous itself. Within the northern lever chamber, the massive retractable fans that keep the engine cool were once maintained. When operational, the fan blades rotate in and out of the room at varying intervals to keep them from being damaged by prolonged exposure to the engine's heat. However, the slab release lever also housed within the maintenance chamber has rusted and requires a good deal of strength to not only move, but to hold open as it will constantly try to pull back into the closed position - and pull its operator within range of the whirling mithril fan blades as they oscillate in and out of the engine compartment.
So that's the story/flavor version of how this particular trap works. Mechanically, the vault is divided into 5 separate stations, 4 of which have initiative and their own at-will attack. The PCs are making skill checks at each location to bypass each part of the manual override and open the vault.
Station 1: The Orb of Induction - the party's magic user (for simplicity's sake, I'll use wizard from here on but any spellcaster will do - ideally they will want a good Arcana score) will need to place his/her hands in the orb and continually cast a cantrip/at-will power on the orb to power the gigantic engine below. To place their hands in the holes, the wizard will have to place their forearms on the locking, bladed armrests. Then the player must succeed an Arcana check on his turn each round. A failed check results in a power surge which deals damage to the character at Station 2. Additionally, on its initiative, the orb makes an attack against the operator's Will to reflect the amt of concentration needed to keep this up. A hit results in a power surge, dealing damage to the character at Station 2.
Station 2: The Conduction Cylinder - One of the cylinders that conduct power from the orb to the engine was destroyed in a break-in attempt long ago and now the circuit must be manually completed by a PC with the bravery and (more importantly) fortitude to grab the lead in the top of the cylinder and use his or her body to bridge the connection between the top and bottom of the cylinder. The complete circuit causes the engine to roar to life and opens the sealed hatches that lead to the North and South lever chambers. Station 2's operator must then withstand the energy passing through them on its way to the engine by succeeding an Endurance check on their initiative each turn. A failed check by the operator of Station 2 results in an interruption of power, forcing the fans to retract potentially damaging the operator of Station 4. Additionally, on its initiative, the energy current will make an attack vs. the operator's Fortitude. If hit, the operator struggles to maintain the connection resulting in a power fluctuation that forces the fans to retract and damage the operator of Station 4.
Station 3: The Heat Chamber - The operator of the South Lever must dive through the oil-flooded access tunnel and emerge within the southern chamber, pull the floor lever within and hold it in the open position (no check required.) However, because the walls aren't as sound as they once were, they must do so while dodging gouts of flame coming through the walls and floor by the lever, which they do by succeeding on an Acrobatics check on their initiative. A failed check results in the operator losing their grip on the handle, causing the slab to begin to slide back into its closed position, potentially damaging the operator of Station 5. Additionally, on its initiative the Heat Chamber attacks the operator's reflex with a blast of flame. If hit, the operator takes fire damage plus additional ongoing fire damage (save ends) if they are still oil-soaked from their swim into this chamber.
Station 4: The Fan Chamber - The operator of the North Lever can easily climb through the access tunnel to get into the fan maintenance chamber where the north lever is housed. However, the lever here is quite stuck and puts up a lot of resistance to remaining in the open position. The operator must succeed an Athletics check to keep the lever in the open position. This also keeps the operator in constant reach of the giant mithril fans as they move in and out of the room. A failed Athletics check means the lever slips causing the slab to begin to slide back into its closed position, potentially damaging the operator of Station 5. Additionally, on its initiative the fan chamber attacks the operator's AC (or alternatively Reflex if the player is dodgier and less armored) If hit, the operator takes physical damage from the fan blades. Additionally, if the fans all retract due to power interuption (failure at station 2) a buildup of heat occurs resulting in an explosion in the Heat Chamber (station 3 - attack vs. Station 3 operator Reflex for more fire damage.)
Station 5: The Access Panel - with the engine powered and the slab release levers in place, the slabs covering the vault slide to the sides and the vault door and access panel are revealed. The access panel consists of dial controls and the combination must be cracked by X successful Thievery checks (1 per round). A failed check causes the blades within the armlocks on the operator of Station 1 to protract, damaging them. On X successful completions, the vault door hisses open, the engine shuts down, and all 4 other PCs can leave their stations safely and help themselves to the goodies inside the vault.
Final Notes: Bit of a doozie there, sorry for the long read. It's a pretty complex encounter. I've left the skill DCs, initiative & AB values and damage values blank so that this can be made to work for any level. I also customized this particular trap to the skills of my party which consists of a Nethermancer, a Paladin, a Ranger, a Fighter/Rogue MC and a Sorcerer/Rogue Hybrid. If your party comp is different you could certainly reflavor one or more of the elements to fit. I also designed this following the 4e philosophy of "non-instant death" results, but you could certainly up the lethality if you wanted to. It's not a traditional skill challenge in the sense that X # of successes = win or Y # failures = loss. They ultimately can only fail if they run out of HPs so it's kind of a combat/skill challenge merger. My default for the number of successful thievery checks required by the operator of Station 5 to open the vault is 3. To make the encounter longer (and therefore harder) force more successful thievery checks for Operator 5 to open the vault.