Four 8th-level players (Warlock/Paladin, Fighter, Artificer, Cleric)
Setup:
The Theory: The players will be chased down a hallway by a large group of ten minions and two Minotaurs pushing/leading them toward a floor trap. Again, that is the theory since the players need to learn these are minions and may see this large group as something they might want to run away from. (But of course, players can do the darndest things.)
Trap: A layer of dry sand covers the quicksand pit, making it difficult to detect. A successful Dexterity saving throw (DC 15) indicates that a character has avoided falling into the quicksand.
The trap is 45 feet long and has stones 'pillars' a foot below the sand, which allow a person to cross it, but they are not visible to the naked eye. It is a serpentine pattern to get across.
A character who falls into quicksand can remain afloat with an Athletics check (DC 12). Two consecutive failed checks mean the character sinks below the surface. If he cannot hold his breath, he begins to drown. A character under the surface must make two consecutive successful Athletics checks (DC 13) to regain the surface. Each round spent stuck in quicksand after the first adds +1 to the DC of checks made to remain afloat, escape, or regain the surface. A character on solid footing can toss a rope to a companion stuck in quicksand and haul him or her out with a successful Strength check (DC 11).
Question:
Do you think this trap is too easy or too hard for the party's makeup? I based the DCs on the player's skills required for the trap and took the average number based on a 50% success/fail. (Wondering if I should give it a 45% chance of success DCs)
Thought: I considered adding three minions with short bows in spaced-out alcoves to shoot at the players who have fallen in or attempted to cross the pit. The minions chasing the players would only have axes, so the players would not be rained on by arrows.
Note: This trap is based on one from the 3rd Edition Book of Challenges sourcebook. I made the skill and DC and some slight adjustments to fit 5e.
I think the difficulty is fine, but is there no way a character in the be quicksand can get themselves out? Also, how confident are you that your players will run from the minions instead of trying to fight?
I think the difficulty is fine, but is there no way a character in the be quicksand can get themselves out? Also, how confident are you that your players will run from the minions instead of trying to fight?
That is a valid point, and I'm hoping the number of minions will get them running, but as mentioned above, Players do the darnest things.
With that in mind each of the minions have this Attack.
Goring Horns (Group Attack). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 3 piercing damage. If this attack was made by more than one lackey, the target must succeed on a Strength saving throw or be moved 5 feet horizontally for each minion who joined the attack. The DC for this saving throw equals 10 plus the number of lackeys who joined the attack.
So, I may be able to 'push' them into the quicksand or 'shove' them in. If not, oh well. I tried to set something up that never happened, so I put it back into my toolbox for another session.
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I think the difficulty is fine, but is there no way a character in the be quicksand can get themselves out? Also, how confident are you that your players will run from the minions instead of trying to fight?
That is a valid point, and I'm hoping the number of minions will get them running, but as mentioned above, Players do the darnest things.
With that in mind each of the minions have this Attack.
Goring Horns (Group Attack). Melee Weapon Attack: +5 to
hit, reach 5 ft., one target. Hit: 3 piercing damage. If this attack
was made by more than one lackey, the target must succeed
on a Strength saving throw or be moved 5 feet horizontally
for each minion who joined the attack. The DC for this saving
throw equals 10 plus the number of lackeys who joined
the attack.
So, I may be able to 'push' them into the quicksand or 'shove' them in. If not, oh well. I tried to set something up that never happened, so I put it back into my toolbox for another session.