and Frank Gori
Within the world of Poe there are many places where wondrous
horror can be distilled onto the game table. Madness, monsters, terrible plots,
and compelling villains. But there is a
shining jewel which I snapped up when given the opportunity.
The Pit and the Pendulum.
I mean what isn’t there to like? Inquisitors? Horrifying
traps that test the limits of human sanity?
Yes. Let’s do that.
The Pit:
CR:14
Type: Magical
Perception DC:26
Disable Device: 35
Trigger: Location
Reset:
Effect: 40ft deep pit (4d6 falling damage, DC 30 Reflex save avoids). Black
Tentacles trigger after the targets hit the ground (CMB +20 to grapple targets). At this point a Large
Bladed Pendulum (Atk +20 4d6 Slashing) slowly descends from the ceiling. Each
target makes a DC 30 Will save or be effected by a Slow spell (CL 13). Those
effected suddenly perceive the amount of time spent in the pit as being hours
not rounds. If they fail by more than five they perceive it as days. Even after
escaping the scars of the time spent there linger. Each survivor of the trap is
fatigued for 2d4 days. This is a curse effect.
This kind of Trap is most effective when you have villains to back it up. Want to make an often ridiculed weapon from previous editions terrifying? have a group of Inquisitors with man-catchers use CMBs to push the PCs that save back into the Pit.
Add another level of terror by making the pit reset manual and when it closes it closes off light so all those without darkvision get is the audible sound of a sharp blade scything through the air seeming to creep closer and closer.
Perhaps later the Pcs discover the previous victims of the trap as flesh golems. The best parts of each scything victim reassembed into yet another horror for them to face.
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