Speculating about traps


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Sure thing

That little file has kinda become our playtest bible since we've already played through the only two homebrew adventures I've been able to find. Its cool though; I've never used written adventures in our home campaigns so I'm pretty good at winging it.
 

xjermx said:
Anybody got any ideas, or tried to put any traps together? I've seen the boulder trap, but its the only one I've seen floating around. It occurred to me that some cool trap ideas included a ballista- I guess it could fall under "trap", some armor plating on the front that gives the operator cover, sitting up on a hard-to-reach spot, throwing out 3d6+something damage via +7 vs AC. Then there's the pot swingers. I think I saw someone else mention a similar idea. Raised platform that bad guys use to swing stuff down toward the party, only the "stuff" in this case are ceramic pots on the end of chains that burst when the hit somebody, and contain things like: boiling hot oil, nasty immobilizing goo, or some other nastiness.

So... anyone wanna speculate about traps? Or tried making some of your own?

The Ballista should not attack AC-- it should be reflex. A suit of armor won't make much difference to a ballista shot. Your goal is not to be hit by it at all, not that your armor will save you!

Ballista
Takes 3 standard actions to load (a crew of 3 could fire it once per round).
Shoots for 3d6+10 dmg; Attack (use best crewman's bonus) vs. Reflex

Balista Crewmen Level 1 Soldiers
HP 20, Bloodied 10
AC 15, Fort 12, Ref 12, Will 10

m (standard, at will); Shortsword 1d6+1 Dmg, +2 vs. AC
Special: Balista Training: Balista Crewmen have +7 to hit with Ballista
 

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