When rooms fly trap (CR 12)

Here is another installment of exTRAPaganza, our Thursday over-the-top trap series. 

What’s more fun than having a traps in a room? Why, making the room itself the trap.

When the trap is set off, the PCs are slammed to the ground (i.e. prone) and take falling damage as though they had fallen 30′ (Reflex for half). A ghastly howling sound comes from outside the room. Standing up initially requires a DC 25 Strength check, but gets easier over a few rounds. 10 rounds after launch, the PCs are suddenly weightless for a round, after which they drift back to the floor (but still feel strangely light). 10 rounds after the weightless round, the room slams into the ground for 1.5 times maximum falling damage (the landing, plus extra damage from the roof landing on the PCs at terminal velocity).

It’s up to you whether there are windows or open doorways out which the PCs can look to work out what’s going on – we’re inclined to recommend against it, though.

Casting feather fall inside the room causes roof damage earlier as the PCs slam into the ceiling; casting it on the room itself requires a skill check to modify the spell on the fly.

Note that when the PCs leave the room (assuming they survive) they will almost certainly find it is not in the same place as when they entered. If the PCs do somehow survive, and you’re feeling mean, roll some dice, pretend to consult a table and tell them it’s landed in an active volcano and molten rock is flooding into the shattered room. But not to worry – it’s about to erupt and repeat the effect, only this time with ambient lava…

Naturally we assume that you will then tell your players you were kidding. But do feel free to have the new location be interesting.

Categories: CR12, d20 Munchkin, exTRAPaganza, Pathfinder | Tags: , , | Leave a comment

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