Post by BlueWizrobe on Oct 9, 2013 18:04:09 GMT -5
Here are few other 4e traps that I've designed - these are much simpler than the Vault of Ancient Kings previously posted and are intended to be used as part of a combat encounter or as quickie dungeon obstacles by themselves, but certainly lacking the scope and lethality to be an encounter unto themselves. These struck me as kinda basic essentials & I was a little surprised that they weren't included in the DMG or Dungeon/Dragon magazine articles addressing traps. I also didn't see any similar posted here - if my search was too hasty, I apologize for any duplication Obviously XP, DC & damage values & even area/close designations can all be adjusted to suit desired party level.
Bear Trap (9 Minion - 100xp):
With a loud clang, the jagged jaws of the snare you have stepped on snap shut.
Perception: DC 19 - The trap is noticed.
Trigger: When the trapped tile is entered, the device is sprung.
Attack: Immediate Reaction, targets creature who activated trigger; +12 vs. Ref
Hit: 3d8+5 Damage and Immobilized (save ends)
Countermeasure: An adjacent character can disable the trigger with a DC 19 Thievery check. Additionally, a basic melee attack vs AC 10 by an adjacent character can safely spring the trap.
Really just about the most basic snare imaginable. I was shocked that there was nothing like this in the published works. This one is great in encounters with forced movement or melee enemies to keep mobile PCs from endlessly kiting your brutes/soldiers.
Sonic Boom Trap (9M - 100xp):
A deafening boom resounds in your ears followed by a high-pitched, piercing ringing.
Perception: DC 19 - The trap is noticed.
Trigger: When the trapped object is opened, the device is sprung.
Attack: Immediate Reaction, Close Blast 3, targets all creatures in Blast; +10 vs. Fort
Hit: 3d8+5 Damage and Deafened (save ends)
Countermeasure: An adjacent character can disable the trigger with a DC 19 Thievery check.
I had originally set this one on a treasure chest in a highly unstable cave, which would've been loud enough to trigger a nearby cave-in hazard. Also great as an alarm near the entrance to an enemies lair or at any other point they might want to set up an entry notification system.
Exploding Trap (9M - 100xp):
Preceded by a barely audible click, a hidden incendiary device detonates beneath you as you step on the triggering switch.
Perception: DC 23 - The trigger is noticed.
Trigger: When the trapped tile is entered, the device explodes.
Attack: Immediate Reaction, Close Burst 3 targets all creatures in blast; +10 vs. Ref
Hit: 3d8+5 Fire Damage and Ongoing 5 Fire Damage (save ends)
Countermeasure: An adjacent character can disable the trigger with a DC 23 Thievery check.
The unsilent assassin's best friend. Just the thing to slip under the Duke's carriage or run a sort of "bomb scare" style plot in a fantasy medieval setting.
Tree Spring Noose Trap (10M Lurker - 125xp):
Concealed by seemingly innocuous foliage, when triggered, a rope noose tightens around your foot and you are pulled into the air to hang by your ankle.
Perception: DC 25 - The trigger is noticed.
Trigger: When the trapped tile is entered, the device is triggered and attacks the target.
Attack: Immediate Reaction, targets creature entering trapped square; +12 vs. Ref
Hit: No Damage, Target Slides 3 squares, is Immobilized, -2 to Attack rolls & grants Combat Advantage (save ends all.) Target ends turn suspended 10 ft in the air.
Countermeasure: An adjacent character can disable the trigger with a DC 25 Thievery check or by attacking the trigger with any attack vs AC 21, all other defenses 19. A trapped character can cut themselves free with a slashing melee attack vs. AC 21 or by a ranged attacker vs. AC 21, all other defense 19.
Another classic-style trap. Great for use by pygmy cannibal halflings or crazy hermit survival unibomber types without access to more exotic materials.
Bear Trap (9 Minion - 100xp):
With a loud clang, the jagged jaws of the snare you have stepped on snap shut.
Perception: DC 19 - The trap is noticed.
Trigger: When the trapped tile is entered, the device is sprung.
Attack: Immediate Reaction, targets creature who activated trigger; +12 vs. Ref
Hit: 3d8+5 Damage and Immobilized (save ends)
Countermeasure: An adjacent character can disable the trigger with a DC 19 Thievery check. Additionally, a basic melee attack vs AC 10 by an adjacent character can safely spring the trap.
Really just about the most basic snare imaginable. I was shocked that there was nothing like this in the published works. This one is great in encounters with forced movement or melee enemies to keep mobile PCs from endlessly kiting your brutes/soldiers.
Sonic Boom Trap (9M - 100xp):
A deafening boom resounds in your ears followed by a high-pitched, piercing ringing.
Perception: DC 19 - The trap is noticed.
Trigger: When the trapped object is opened, the device is sprung.
Attack: Immediate Reaction, Close Blast 3, targets all creatures in Blast; +10 vs. Fort
Hit: 3d8+5 Damage and Deafened (save ends)
Countermeasure: An adjacent character can disable the trigger with a DC 19 Thievery check.
I had originally set this one on a treasure chest in a highly unstable cave, which would've been loud enough to trigger a nearby cave-in hazard. Also great as an alarm near the entrance to an enemies lair or at any other point they might want to set up an entry notification system.
Exploding Trap (9M - 100xp):
Preceded by a barely audible click, a hidden incendiary device detonates beneath you as you step on the triggering switch.
Perception: DC 23 - The trigger is noticed.
Trigger: When the trapped tile is entered, the device explodes.
Attack: Immediate Reaction, Close Burst 3 targets all creatures in blast; +10 vs. Ref
Hit: 3d8+5 Fire Damage and Ongoing 5 Fire Damage (save ends)
Countermeasure: An adjacent character can disable the trigger with a DC 23 Thievery check.
The unsilent assassin's best friend. Just the thing to slip under the Duke's carriage or run a sort of "bomb scare" style plot in a fantasy medieval setting.
Tree Spring Noose Trap (10M Lurker - 125xp):
Concealed by seemingly innocuous foliage, when triggered, a rope noose tightens around your foot and you are pulled into the air to hang by your ankle.
Perception: DC 25 - The trigger is noticed.
Trigger: When the trapped tile is entered, the device is triggered and attacks the target.
Attack: Immediate Reaction, targets creature entering trapped square; +12 vs. Ref
Hit: No Damage, Target Slides 3 squares, is Immobilized, -2 to Attack rolls & grants Combat Advantage (save ends all.) Target ends turn suspended 10 ft in the air.
Countermeasure: An adjacent character can disable the trigger with a DC 25 Thievery check or by attacking the trigger with any attack vs AC 21, all other defenses 19. A trapped character can cut themselves free with a slashing melee attack vs. AC 21 or by a ranged attacker vs. AC 21, all other defense 19.
Another classic-style trap. Great for use by pygmy cannibal halflings or crazy hermit survival unibomber types without access to more exotic materials.