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It's a trap! (or hazard)

Sporemine

First Post
Hi people,

This thread is to help correct the small number of traps in 4e

Submit your wildest trap Ideas, all submissions are welcome, no matter how insane or weird

Ideas for traps are also welcome, these can be changed and worked on by other players.

A few pointers for building traps:

The difference between a hazard and trap is that a hazard is naturally occuring while a trap was built to harm by an intelligent or semi-intelligent creature.

Please convert all numbers into variables so that they can be used by any level (1d6+2 becomes XdX+X) unless the trap is built for a specific level.

a large stat block is un-needed, just include how to disarm, a description, variable damage (or an intended level), attacks of the trap, detection, the area it takes up, the trigger and (if needed) flavor text.

An example:

Grater (not greater) pit:

As your ally dissapears into a pit in front of you, you hear noises that remind you of your childhood in the butcher's shop followed by a splash and an agonised scream.

A twist on the simple pit trap, the character drops into a long sharply angled chute that is coated on all sides by cheese grater shaped protrusions. These shave off small peices of flesh as the character drops down the chute. The character then drops into a five foot deep pit of saltwater. The will based attack is to see if the character screams out, alerting all nearby denziens of the dungeon to a free lunch.

The attacks and damage:

+X Vs. Reflex to not fall in.

XdX+X damage and X ongoing damage.

+X Vs. Will to not alert nearby things from the dungeon by screaming.


Perception and disabling:

Dc XX to notice that the floor looks a bit unstable

The character can make the pit fall in onto itself by making a dc X theivery check.

Good luck people

-Sporemine
 
Last edited:

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