Traps and Hazards for a Tannery

chronoplasm

First Post
Hair Removal Pit Level 1 Obstacle
Trap, XP 100
A shallow pit of acid made from concentrated urine, used primarily to remove hair from skins for leathermaking and secondarily as a moat.
Trap: a 4x4 pit 10 feet deep. The pit counts as difficult terrain, and whenever a creature moves through the pit it attacks them with wretched burning.
Trigger: The trap attacks when a creature enters one of the traps squares.
Attack:
Immediate Reaction, Melee
Target: The creature that triggered the trap.
Attack: +4 vs. Fortitude
Hit: Target takes 1d10 acid damage and the target is weakened (save ends).
Miss: Half damage.
Countermeasures:
  • Creatures can walk across the narrow cat-walk that the kobolds placed over the pit.
  • A character who has some kind of grappling hook or flail such as a whip can swing across the pit with an Acrobatics check (DC 11).
  • A character can climb out with a DC 15 Athletics check.
Narrow Cat-walk Level 1 Warder
Trap, XP 100
Trap: A line of 4 squares over the Hair Removal Pit.
Dungeoneering
  • DC 15: The character knows that that cat-walk is not going to support the weight of a medium humanoid.
Trigger: The trap attacks when a medium creature or larger enters one of the traps 4 squares.
Attack:
Immediate Reaction, Melee
Target: The creature that triggered the trap.
Attack: +4 vs. Reflex
Hit: The Narrow Cat-Walk collapses under the triggering creatures weight and disappears. The Target falls into the pit, takes 1d10 damage, and falls prone, and all creatures within 10 squares hear the splash.
Miss: -
Countermeasures:
A creature that makes an Acrobatics check (DC 15) can run across the cat-walk without triggering the trap.

Pit of Dung and Brains Level 1 Obstacle
This is where the kobold tanners mix up a concoction of filth to pound into skins as a preservatives. A banner on the wall reads
"Every creature has enough brains to preserve its own hide, alive or dead." -Ancient Kobold Secret
Trap: A 4x4 section of the floor that counts as difficult terrain.
Perception
  • DC 15: The creature smells the pit from a mile away.
Trigger: The trap attacks when a creature enters one of the traps squares.
Attack:
Immediate Reaction, Melee
Target: The creature that triggered the trap.
Attack: +4 vs. Fortitude
Hit: The target is afflicted with the Maddening Filth disease. (I'm still trying to figure out a good disease to stat up here. 'Maddening Filth' is a placeholder name.)


What do you think?
 

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I usually use passive checks for things like this. 10 + Skill Training + Ability modifier means that at least one of the party members should notice it.

I'm still trying to figure out what to do with that disease though...
I want it to involve the characters skin somehow, but I'm not entirely sure in what way it should affect the skin.
 

Oh, I see. You might wanna build something into the adventure that could lower their ability score so they'd have a chance of missing the check and stumbling into the pit.

I say the pit turns their skin into leather -- +1 to AC, but eventually it starts peeling and smelling.
 

I was actually thinking of having a couple of kobolds try and bullrush characters into the pit and a couple of giant rats that grab onto characters and drag them into the pit.

A disease that turns skin to leather? Hmmm... That could be pretty cool.
 

A pit or ledge is usually seen as an opportunity for a bullrush fest, so I'm really tickled by the idea that your players, by doing the expected thing, might actually strengthen the enemies' AC. Of course the peeling process will cost some hit points the next day.
 

This is starting to sound more like a magical dung pit.
Like, maybe necromantic energies are channeled through the filth to not only preserve skin, but make it even stronger. This information could be discovered through a successful Arcana check.

That gives me an idea for treasure actually. Perhaps the dung can actually be used as a spell component? When used to enchant leather armor with the Enchant Item ritual, the dung adds an extra +1.

As for the disease...

Leather Face Level 1 Disease
+4 vs. Fortitude
Endurance DC ??? improve, DC ??? stabilize, DC ??? worsen.
0: Disease is cured.
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1: Initial Effect The target gains a +1 bonus to AC and takes a -5 penalty to Diplomacy checks.
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2: The target is slowed.
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3: Final Effect The target loses a healing surge until cured.


Your thoughts? I still need to fill in some numbers there.
 

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