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Traps with CR 10-15 anyone?
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<blockquote data-quote="Lord Zardoz" data-source="post: 501912" data-attributes="member: 704"><p><strong>Kobold Pit Trap Enhancements</strong></p><p></p><p>As you wish then. It is difficult to invent complex traps (that is why I bought Traps and Treachery). But it is quite easy to upgrade simple traps. Here are common enhancements for pit traps. By common, I mean easy to justifiy for Kobolds, Goblins, etc.</p><p></p><p>Grate Lids: A pressure plate in the bottom of the pit causes a grille to slide across the top. This allows additional painful toys to be dropped in after the player is stuck. It also imprisons the player.</p><p></p><p>Stone Seal: A large heavy stone slab will cause a few difficulties. The lack of light will make escape more difficult, and it is hard to lift a 200 pound slab when climbing out of the pit.</p><p></p><p>Spikes: Add a DC 20 reflex save or take 1d8 spikes for 1d6 damage each.</p><p></p><p>Poison Spikes: Add a poison of your choice to the spikes.</p><p></p><p>Occupied Pit: Put some minor nasties in the pit with the player. Giant Spiders, Carrion Crawlers, Slimes, Oozes. Any size T or S creature should be adequate.</p><p></p><p>Greased Lip: Having the last 2 feet of the pit heavily greased can cause a player to fall back in as they crawl back out.</p><p></p><p>Tangle Foot Bag: Putting these on the bottom make escaping the pit much more difficult.</p><p></p><p>Fire / Acid / Boiling Water: These cause damage on a per round bases for each round that the player is unable to escape from the pit.</p><p></p><p>Sword Wall: Think of aluminum siding. Now invert it, and put very sharp edges on it. This can give you additional falling damage on the way down (additional 1d4 per 10 ft), and makes climbing painful. You would not want to support all your weight by gripping a knife blade, would you?</p><p></p><p>Pit + heavy Object: Have something heavy fall on the player when he falls in. It will cause damage on landing, and the player has to lift it off of them self to get out. Give it a DC 20 to DC 30 Str check to lift.</p><p></p><p>Self Filling Pit: Fill the pit with rocks / gravel after the poor sot lands in it. This will cause a Reflex Save or get buried alive. Perhaps crushing damage on a per round bases (Fort save each round or 1d8 damage). Apply a DC 25 escape artist check to get out.</p><p></p><p>Warded Pit: Put a glyph of warding set to go off against any creature trying to climb out of the pit.</p><p></p><p>Cage Pit: Have bottom of a pit contain a cage that can be sealed and removed from the room under it. Cage should be small and cramped (player must be sitting to seal it).</p><p></p><p>Anihilation Pit: Put a sphere of anihilation at the bottom of the pit. Be prepared to have a PC stab you in the neck if you use this one. </p><p></p><p>Later, I may go ahead and do some Door enhancements. Unless someone else does it, or this thread goes to page 2 or 3 and I get too lazy to post.</p><p></p><p>END COMMUNICATION</p></blockquote><p></p>
[QUOTE="Lord Zardoz, post: 501912, member: 704"] [b]Kobold Pit Trap Enhancements[/b] As you wish then. It is difficult to invent complex traps (that is why I bought Traps and Treachery). But it is quite easy to upgrade simple traps. Here are common enhancements for pit traps. By common, I mean easy to justifiy for Kobolds, Goblins, etc. Grate Lids: A pressure plate in the bottom of the pit causes a grille to slide across the top. This allows additional painful toys to be dropped in after the player is stuck. It also imprisons the player. Stone Seal: A large heavy stone slab will cause a few difficulties. The lack of light will make escape more difficult, and it is hard to lift a 200 pound slab when climbing out of the pit. Spikes: Add a DC 20 reflex save or take 1d8 spikes for 1d6 damage each. Poison Spikes: Add a poison of your choice to the spikes. Occupied Pit: Put some minor nasties in the pit with the player. Giant Spiders, Carrion Crawlers, Slimes, Oozes. Any size T or S creature should be adequate. Greased Lip: Having the last 2 feet of the pit heavily greased can cause a player to fall back in as they crawl back out. Tangle Foot Bag: Putting these on the bottom make escaping the pit much more difficult. Fire / Acid / Boiling Water: These cause damage on a per round bases for each round that the player is unable to escape from the pit. Sword Wall: Think of aluminum siding. Now invert it, and put very sharp edges on it. This can give you additional falling damage on the way down (additional 1d4 per 10 ft), and makes climbing painful. You would not want to support all your weight by gripping a knife blade, would you? Pit + heavy Object: Have something heavy fall on the player when he falls in. It will cause damage on landing, and the player has to lift it off of them self to get out. Give it a DC 20 to DC 30 Str check to lift. Self Filling Pit: Fill the pit with rocks / gravel after the poor sot lands in it. This will cause a Reflex Save or get buried alive. Perhaps crushing damage on a per round bases (Fort save each round or 1d8 damage). Apply a DC 25 escape artist check to get out. Warded Pit: Put a glyph of warding set to go off against any creature trying to climb out of the pit. Cage Pit: Have bottom of a pit contain a cage that can be sealed and removed from the room under it. Cage should be small and cramped (player must be sitting to seal it). Anihilation Pit: Put a sphere of anihilation at the bottom of the pit. Be prepared to have a PC stab you in the neck if you use this one. Later, I may go ahead and do some Door enhancements. Unless someone else does it, or this thread goes to page 2 or 3 and I get too lazy to post. END COMMUNICATION [/QUOTE]
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