I have been going through some of my writing folders and finding some of the gems that have yet to see print.
Today it is a series of traps I wrote up to go along with the Critical Hit Trap Table I wrote back in early August. I actually have cleaned that table up a bit since its original publishing, I will post that update in the near future.
The traps below all use Attack rolls, making them perfect candidates for use with the critical hit trap table!
Spiked Step: A pressure plate is engineered on a step (find / disable trap DC 15) on a flight of stairs, when depressed multiple spikes punch horizontally outwards (Atk +4, dmg 1d6) from the step behind the person’s leg.
Pit Trap, Spiked: A 10′ pit is concealed with a faux stone cover (find / disable trap DC 12). PCs that do not find the trap must make a DC 12 Reflex save or fall into the trap for 1d6 damage. The pit has numerous spikes at the bottom. 1d4 spikes could impale the falling character (Atk +3, dmg 1d4 per spike).
Poison Needle Lock: An intricate lock (pick lock, DC 16) that is also protected by a poisoned needle (find / disable trap DC 13). A failed pick lock or disable trap check will trigger the needle (Atk +6, dmg 1d4 plus poison: DC 14 Fort save or -1d4 Stamina).
Scythe Hall: Four slender scythe blades are recessed in the ceiling of this hall in 5′ intervals (find DC 20). A portion of the floor under the fourth scythe is weighted in a manner to cause all four scythes to swing downwards at the same time (find / disable trap DC 18). Failure to find the trap or disable it triggers the trap, each scythe targeting the character in that square (Atk +8, dmg 1d12)
Falling Block: A large stone block is rigged above the doorway of a closed door. Opening the door without finding the hidden lever (find / disable DC 15) triggers the trap. The large block falls from the ceiling potentially crushing the character opening the door (Atk +15, dmg 4d6).
Poison Arrow Trap, Repeating: Failure to find or disable (find / disable DC 16) this trap results in one arrow being fired every round for 6 rounds. (Atk +6, additional +4 if standing in doorway, dmg 1d6 plus poison: DC 13 Fort Save or -1d3 Stamina)