Swinging Floor Trap Revisited

1 1 1 1 1 1 1 1 1 1 Rating 4.00 (6 Votes)

After climbing some stairs, the heroes get in front of a large circular room. The room is all empty except four torches attached to the wall. The room has two other exits, one dark corridor on the left and one closed door in front.

Swinging-Floor-TrapOne step on the floor makes it swing. The unfortunate victim falls 25 feet under the room onto spikes covered with wyvern poison. He takes 2d6 of falling damage, 2d8 for the spike and must succeed Fortitude save for the poison (see trap description).

Experienced adventurers will surely examine the room before entering. A Perception check DC 20 shows a small gap between the stones on the top of the stair and the stones on the room floor (a dwarf does not have to active look to notice the unusual stonework). The gap shows that the entire room's walls are not connected with the floor, enough warning to require a more precise examination using rogue and spellcaster skills.

Using his trapfinding special ability, a rogue can notice the traps with a successful Perception check. DC 15 is required to notice the floor trap; DC 25 for the torches trap (see 3); and DC 30 for the symbol trap on the floor (see 1).

A spellcaster can use a Detect Magic spell to detect the presence of magic. At the first round, he detects the presence of magic. During the second round, the spellcaster detects 3 different sources of magic and an indication that the most powerful one is located on the left. During the third round the spellcaster detects the exact location of the source. One is located on the opposite door, another on the floor directly in the middle of the room, and, the last one, in the corridor on the left section of the rounded wall. The spellcaster may learn the school of magic by succeeding at a Knowledge (arcana) skill check. A successful check against DC 17 indicates that the spell on the door is an abjuration spell. A DC 20 indicates that the spell on the floor is an enchantment spell. And a DC 21 indicates that the spell on the corridor is an illusion spell.

Swinging Floor Trap

CR 17 (102,400 XP)

Type mechanical; Perception DC 15
Disable Device DC 28

Effects
Trigger location; Duration instantaneous; Reset automatic; Bypass dimension door, flying, etc. (see bypassing the floor trap); Effect 2d6 of falling damage, 2d8 for the spike and 1 Con damage (1/round for 6 round) for the poison (Fort saves DC 17 prevent poison).

1: The Symbol of Sleep Trap
The center of the room is protected with a Symbol of Sleep spell. A rogue (only) can succeed a Perception skill check DC 30 to find the symbol. He can use Disable Device (DC 30) to thwart it. However, the rogue must also succeed on an Acrobatics skill check DC 20 to maintain balance.

Symbol of Sleep Trap

CR 14 (38,400 XP)

 
Type magical; Perception DC 30
Disable Device DC 30

Effects
Trigger touch; Duration instantaneous; Reset manual; Bypass none; Effect fall into catatonic spell for 3d6 x 10 minutes (Will saves negates).

2: The False Corridor
A Permanent Image spell projects a false corridor on the left. Any interaction with the false corridor, as throwing an object into it, will allow a Will check to disbelief.

3: The Poisoned Torches Trap
Torches are fixed to the walls. Heroes could try to use those torch mounts to attach a rope. Throwing a rope with a grapling hook onto a sconce is quite easy. Touching the torch requires a successful range attack against an AC 11 (+1 size). That brilliant idea turns into nightmare when the heroes pull the rope. The sconce is set on a hinge and toggles, dropping the hook. After it toggles, the sconce pulls a rope attach to a glass bottle containing a gaseous poison. The burnt othur fumes poison starts filling the room and progresses 5 feet per round. One bottle fills the entire room. The poison also reaches the bottom of the room by the small gap between the stones of the floor and those on the wall.

Poisoned Torches Trap

CR 8 (4,800 XP)

 
Type mechanical; Perception DC 25
Disable Device DC 15

Effects
Trigger pulling the torch; Duration 10 min.; Reset manual; Bypass none; Effect 1 Con drain (1/round for 6 rounds), 1d3 Con damage for secondary effect (Fort saves DC 18 prevent poison).

Swinging-Floor-Trap-Side4: The Locked Door
The wooden door is locked by an Arcane Lock spell.

Strong Wooden Door: Thickness 2 in.; Hardness 5; hp 20; Break DC 25 (locked).

5: The Slippery Walls
The walls under the floor are slippery. Climbing those walls is hard and requires a Climb check DC 25.

Bypassing the Floor Trap
The easiest way to pass the trap is magic. The opposite door could be opened with a Knock spell, and then a Dimension Door or Fly spell to cross the room in safety.

The harder way is by jumping. To ensure safety, everyone who goes through the room must be attached with a solid rope to prevent them from falling under the swinging floor. The first crossing is the hardest one. One person must place a foot or the upper part of his body on the gap between the stairs and the floor. One other jumps on the middle of the room while trying to avoid the symbol of sleep trap. An agile rogue could jump directly on the middle of the room and stand there. Jumping to the middle of the room (17, 5 feet) requires an Acrobatics check DC 30 (15 for the distance; x2 modifier, no space for running). An Acrobatics skill check DC 20 is required to maintain balance. Then, another DC 30 jump is required to get in front of the door. The person who maintains the balance must succeed a Str check DC 20 to prevent the floor to move. The door can be unlocked succeeding a Disable Device DC 27. Another Acrobatics skill check DC 20 is required to maintain balance while unlocking the door.

When two persons maintain the balance, a third person could goes through the room in straight line. The persons maintaining the balance must succeed at a Str check (DC 10) and the one who walks, an Acrobatics check (DC 10).

The last person can walk in a straight line to the middle of the room. The persons maintaining the balance must succeed at a Str check (DC 10) and the one who walks, an Acrobatics check (DC 10). Then, a DC 30 Jump check (15 for the distance; x2 modifier, no space for running) is required to get to the door.

Additional Ratings
Balance: 1 1 1 1 1 1 1 1 1 1 Rating 3.67 (6 Votes)
Utility: 1 1 1 1 1 1 1 1 1 1 Rating 4.43 (7 Votes)
Clarity: 1 1 1 1 1 1 1 1 1 1 Rating 3.50 (6 Votes)