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| #1digglesJun 23, 2010 4:24:43 | So far I havent seen any sort of sand type traps for Darksun so I decided to make my own. I used a lvl 3 lurker as the basis and went from there. I decided it will be a grab attack, so players can use str vs fort or acrobatics vs reflext to try and escape. Havent figured out what to do the deeper they get in. Maybe once your waist deep you cannot escape yourself using grab escapes? Players will be using a move action and fall into the trap that ends their move action. Shifting Sands Level 3 Lurker Medium elemental animate XP 150 Fortitude 15; Reflex 16; Will 15 Sand Slide (aura; standard) Close Burst 3; +6 vs Reflex; Any creature hit by the shifting sands is considered grabbed and immobilized til they escape. Escape failures result in Sand Sink Sand Sink (at-will; immediate reaction) At the start of the victims turn AND any action taken other than trying to escape the sands results in sinking 1 ft into the sand Sand Suffocation (at-will; standard) Any victim buried in the sand takes half their bloodied value damage at the start of their turn Comments, suggestions? |
| #2silverbullet5774Jun 23, 2010 9:33:05 | This will be effected by character height, so you may want to change sand sink to something like: After three successive failures players trapped within the Shifting Sands are fully buried and begin to suffer the effects of Sand Suffocation. |
| #3phoffmanJun 23, 2010 15:18:39 | Silverbullet's idea is good. Otherwise 5-6 rounds of escaping would make it more than likely that this trap is a non-issue for people. I would use the grab attack with a pull and knock prone. The trap would pull the player toward the center of the aura 1 square on the beginning of their turn Shifting Sand (aura; standard) Close Burst 3; +6 vs Reflex; Pull target 1 square to the center of the aura. Any creature hit by the shifting sands is considered grabbed and prone until they escape the aura. Terrain is considered difficult within the aura. Any victim that starts his turn within 1 square of the aura center takes half their bloodied value damage at the start of their turn. You could adjust the damage so its more , or less lethal to be stuck in the center. [Round 1] TRAP, players are hit, grabbed and knocked down and slid 1 squares to the center [Round 1] PLAYER1, makes escape check and crawls away out of the trap. [Round 1] PLAYER2, fails his escape check, makes another escape check and succeeds [Round 2] TRAP, attacks PLAYER2 and hits grabbing him again and pulling him 1 more square. [Round 2] PLAYER 1, has no rope or abilities to assist, and just waits. [Round 2] PLAYER2, fails his escape check, makes his second escape check. [Round 3] TRAP, attacks PLAYER2 and hits grabbing him again and pulling him 1 more square. [Round 3] PLAYER 1, has no rope or abilities to assist, and just waits. [Round 3] PLAYER2, Takes damage because he is now close enough to the center. He fails his escape check, makes his second escape check. [Round 3] TRAP, attacks PLAYER2 and misses. [Round 3] PLAYER 1, has no rope or abilities to assist, and just waits. [Round 3] PLAYER2, Takes damage because he is now close enough to the center. PLAYER2 did not start his turn grabbed. He stands up and moves 4 squares out of the trap (his movement is 6 and it costs him 4 squares to get to the edge of the trap, and he can move 2 more away out of the aura ) Alternately PLAYER2 could have double crawled his way out of the trap as well. If the player makes a successful escape on the first or second round (without failing their first check of that round) they are going to get out of the trap without taking damage. Larger sink holes could be more challenging and higher level. You could have the shifting sand pull the target 2 squares instead of one , and have the aura a burst 5 or 6. This could be in addition to the increased Fortitude and attack bonus of the trap. |