Level 1 TrapXP 100
Detect Perception DC 19Initiative —
AC 12, Fortitude 10, Reflex 10, Will —
Immune necrotic, poison, psychic, forced movement, all conditions, ongoing damage
Trigger: A Medium or larger creature enters one of the trigger squares.
Effect: Roll 1d4 to select an effect. Once triggered, the trap is disabled until reset.
1. Bag of Hammers (Opportunity Action): Close burst 1 (creatures in the burst); +4 vs. Reflex; 1d6 + 3 damage.
2. Warning Sound: Pots and pans make a racket as they fall to the ground. A kobold patrol (see “Running the Adventure”) comes to investigate.
3. Hair-Triggered Crossbow (Opportunity Action): Ranged 5 (one creature); +6 vs. AC; 1d8 + 3 damage.
4. Swinging Spike (Opportunity Action): Melee 1 (one creature); +6 vs. AC; 1d8 + 4 damage.
Disable: Thievery DC 19 Requirement: The character must be adjacent to the trigger square. Success: The trigger square no longer functions.
Reset: Thievery DC 12 (standard action). Success: The triggered trap is reset.
Spring: As a standard action, the trap can be sprung safely from a square adjacent to a trigger square.
Published in Dungeon Magazine 208.