|Trigger: Mechanical: Pressure Plate |
or Mechanical: Latch or Switch
or Mechanical: Tripwire or Trigger Wire
|Effects: Never Miss |
|Resets: Manual ||Bypass:Disarm|
Description: This trap has spelled the doom of more than one adventurer in its day. Perfect for your dungeon environs populated by intelligent beasts. They simply have to walk down the hall and check in the cage to find out what's for breakfast.
The trigger for this trap is most often a pressure plate, but once triggered there is little chance of an escape. The cages tend to be large, covering a 10' x 10' area at a minimum, and fall from the ceiling quickly.
If anyone triggering the trap insists on trying to duck out of the way, let them try. If they fail a Rods, Staves, and Wands check at -15 they have been trapped underneath the falling cage. Do 6d8 damage to an appropriate limb, spine or head.
People adjacent or nearby the person who triggers the trap have it easier, they can make a Rods, Staves, Wands save at -4 to determine if they are inside the the cage or not. If they make or fail the save within 4 points then they take 1d6 damage from the falling cage.
Detection/Disarming: This trap is easily detected by those who know what to look for, because in order to trap anyone, it must fall from the ceiling. If it has no top, then the cage itself must run nearly to the ceiling, and it can be detected by the long narrow slots in the ceiling where the cage resides.
If it does have a top, then there must be ample room on the ceiling to hold the entire cage.
Though this trap can be camouflaged either by low light, similar coloring, rags, weeds and leaves, dark paint, or even magical efforts such as invisibility and illusion it still requires a large area and is often easily detected simply by looking up. Since the cage usually has manual reset, there is often little sign of the trap near the ground. Some of the stone may be cracked and broken from the force of the cage slamming into the ground, and there may be metal shavings or bent pieces of metal where someone tried to escape.
Most of the Denizens nearby should be familiar with the noise of the cage triggering, so there is usually little opportunity to escape before the arrival of some hideous netherworld creature.