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View Full Version : Puzzle/Trap Room D&D 3.X (mostly 3.5)



Liriel
2009-12-30, 03:45 PM
We're thinking of this puzzle/trap room with 4 treasure chests in the center of the room that surround a column. The column will zap anyone who tries to fly/jump (specifically above the 8') inside the room. Below the room is a 30' drop into a filled acid pit. To get across the room, they have to walk across tiles that disappear when they step off of them. (That is when the first person who steps on steps off, thus they can cross through a square, but once the original steps off, the tile disappears.) There also is a force "wall" keeping the left and right halves of the room separate - once onto a side, they cannot get to the other side. The entire room is 120' x 120' (divided into 5' square tiles).

Our players are already partly through the room. They have figured out the flying thing (but only assuming on the jump) and the ability to chain their way through. They have not yet figured out the room half division; however, two players are on the opposite side of the room from the rest of the group, so they will be able to attempt on all 4 chests.

We need to finish pounding out the details of the chests... Attempts to open it with magic (knock, open/close, etc) fail. Thinking maybe some combination or lock picking or something... We're also thinking that each failed attempt will make some of the floor tiles randomly disappear - but want some sort of system to make that work/logical. So any system help out there?

UserClone
2009-12-30, 08:10 PM
person 1 steps onto tile 1 and stays there. Person 2 walks over tile 1 and stays on tile 2. person 3 walks over tiles 1 and 2 and stays on tile 3. person four walks over tiles 1, 2, and 3 to stay on tile 4. Now, assuming this is a four-person party, person 1 can get off of tile 1 and onto 2, traversing it as well as 2, 3, and 4 to stand on tile 5. person 2 exits tile 2, traversing, 3,4,...etc.

EDIT: Or is that what you meant by "chain?" Lol, for some reason, I had a literal piece of chain in mind, being used like a rope.

Liriel
2010-01-01, 04:32 PM
That's what I meant by chain. ;-)

Mostly, we need some sort of system for the disappearing tiles when the chests are attempted to be opened.

Temotei
2010-01-01, 09:03 PM
That's what I meant by chain. ;-)

Mostly, we need some sort of system for the disappearing tiles when the chests are attempted to be opened.

Have the outside tiles of the room disappear for each time they attempt? Reflex save to avoid falling. Anyone without evasion barely makes it, either dropping but grabbing onto the edge of the next tile, or making it to the next one, but with poor balance.

Just an idea.