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Trapped locks?

I don't see anything in the DMG for the classic trapped lock, you know the sort found on a chest or door, where commonly a poison needle sticks you while you're working at picking it. Can anyone point me to either something in the RAW that directly or indirectly may apply, or any posts in the House Rules forum where someone may have designed such a trap?
 

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Thats mainly cause traps aren't built like that anymore, they are meant to work like a combat encounter so players can react to the trap in intiative.

How about

Lock Trap - lvl 1 trap

A needle hidden in the door is sprung when the door is opened, the needle is coated in a potent poison
Lock Trap - +7 vs Reflex; Target person who opened the door.
Hit: The target is imobolized (you could make him stunned or include ongoing poison damage depending how nasty you want to be) (save ends).
Effect: The door opens wide.
Perception DC 20 to notice.
Thievery DC 20 to disarm, 3 Success before 3 failures - 3 Failures means the door handle drops off on the other side alerting the monsters.
Lock has AC 15 and 10 hit points with resist 5. Bashing the lock will likewise alert the monsters.


Better Lock Trap - lvl 5 trap

The door contains a small reservoir of gas that is linked to the lock, the gas is pungent and makes peoples head spin, after suffering its effects the poison gets into the targets body poisoning the target from the inside.
Better Lock Trap - +8 vs Fort; Close Blast 3 (away from the lock).
Hit: The target is slowed and dazed (save ends)
Aftereffect: The target takes ongoing 5 poison damage (save ends).
Miss: The target is dazed till the end of its next turn.
Effect: The door opens wide.
Perception DC 24 to notice.
Thievery DC 24 to disarm, 3 Success before 3 failures - 3 Failures means the door handle drops off on the other side alerting the monsters.
Lock has AC 17 and 15 hit points with resist 5. Bashing the lock will likewise alert the monsters.

As i mentioned at the start, you must use these in conjunction with things that means there are consequences, like monsters attacking the disadvantaged characters or guardians summoned from the chest as well. Its no longer just about rogue vs the trap, the trap and its consequences should involve the whole party, whether its giving the victim a save or having to deal with the threat that the trap set off.
 

I'd use something like the following (though I can't decide if it's a Lurker or Obstacle):

Poison Needle Lock - Level 2 Obstacle
Trap - XP125
As you try to pick the lock, a hidden needle springs and pricks your finger, and as it withdraws, you notice it's covered in black dripping poison.
Trap: Needle inside lock.
Perception
* DC 20: Character notices poison needle
* DC 25: Character notices if the right key were to be used, the trap would not spring.
Trigger
If the character does not succeed on a DC 25 Thievery check to pick the lock, the trap triggers. Failure by 5 or less still unlocks the lock, but triggers the trap. The trap also triggers if an attempt to disarm fails by more than 5.
Attack
Opportunity Action - Melee
Target: Character trying to pick the lock.
Attack: +6 vs. Fortitude
Hit: 2d6+6 poison damage, and target loses a healing surge. If she has no healing surges left she instead falls unconscious (no save).
Countermeasures
* A DC 22 Thievery check to disarm the trap, removes the needle. Failure by more than 5 triggers the trap.
* A DC 25 Thievery check opens the lock without triggering the trap.
* A DC 20 Thievery check opens the lock, but triggers the trap.
* A DC 15 Dungeoneering check grants a +2 to the characters Fortitude defense against the trap.
Upgrade to Elite (250 XP)
Increase attack bonus and DC's for Perception and Thievery by 2.
 


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