This small vertical shaft looks like an entrance to the cavern complex blocked only by a slowly spinning fan.
Type: mechanical; Knowledge (engineering, nature or planes) DC 31; Disable Device 24
Trigger location; Reset repair
slow fan (DC 28 Acrobatics check; a failure requires a DC 28 Reflex save or 5d6 slashing damage plus 3d6 electricity damage)
A narrow shaft leads down about 10 feet into the cavern complex. A fan is about 4 feet down, spinning slowly; if timed correctly, one could easily drop down and avoid the fan. The trick here is that the gravity is low, and creatures accelerate down the shaft more slowly than they are used to.
The gravity in this area is lower than what the adventurers are used to; this is just one example of what can be done to both exploit the lower gravity, as well as introduce the PCs to their new environment, before something even more devious is used. Other examples include creating places where the party has to jump chasms, where they can either over-jump the target, or jump higher than they intended, or even taking advantage of the slower falling rate to give enemy spellcasters or archers more time to hit the PCs as they fall. Remember that although some simple actions can become complex, some very difficult actions can be easily accomplished.
A raised wooden platform has been constructed at one end of the room. In front of it, an ancient tome lays open on a stand.
Type: magical; Perception DC 34; Disable Device DC 34 Trigger location; Reset none
Effect As soon as the book is examined several nooses appear around each of the PCs’ necks. Each PC may make a DC 27 Fortitude save; if successful, the noose falls off their neck. Those that fail may not remove the noose. After this happens, an hourglass, inkwell and a quill appear next to the book, and printing appears on the page. The print reads “_ _ _ _ _ _ _ _ _”. The hourglass flips over and trickles sand for one minute. The nooses tighten slightly with every passing second and a vertical wooden beam appears on the dais. Inside of this minute, a letter needs to be written down onto each blank line on the page. The word to be spelled is “Halloween”. An incorrect letter guess causes the letter written to vanish and appear on the side of the page. The hourglass resets, and the nooses tighten. When a correct letter is picked, it appears in the correct locations (the nooses do not tighten, and the hourglass resets). The 7th time the nooses tighten, they kill anyone with a noose.
Anyone killed by a noose is immediately killed when resurrected if the noose is still attached—the only way to remove the noose is to solve the hangman puzzle.
Leading up to the trap, have shadows depicting hangmen and victims swinging from the gallows. Add a little bit of eerie music or sound effects and some chill breezes, and you have yourself a haunted house.
When an attempt is made to open the door, the room fills up with sewer water at the rate of 1 ft. per round. After 10 rounds, the room is completely filled to its 10 ft. height. A DC 10 Swim check is required each round to stay afloat; once the room fills up, all characters are subject to drowning.
Once the mechanical trap is set off, the magical trap springs. A small rune on the wall flashes brightly and then trails off smoke. Everyone in the room must make a DC 23 Will save or attack the nearest conscious creature, as per the symbol of strife spell. The duration of this effect is 18 rounds.
Since the party knows that the Order of the Staff is coming, the PCs can use the sewer strife trap against their foes if they are helping the Banlan Brotherhood.
If the adventurers decide to help the Order of the Staff, they can disarm the trap or otherwise warn the mages (who proceed into the room unheeded if not alerted to the danger).