Ceiling Trap: The ceiling collapses (5d6=16) (DC26) and can trap victims (DC24).
The trap is activated when anyone enters the area.

Door Trap: Opening this door causes a Trapdoor to open in front of the door, dropping the characters in a trap ( Deeper pit trap (20′) (CR1)
Deeper Pit Trap: CR 1; mechanical; location trigger; manual reset; hidden switch bypass (Search DC 25); DC 15 Reflex save avoids; 20 ft. deep (2d6, fall); multiple targets (first target in each of two adjacent 5-ft. squares); Search DC 20; Disable Device DC 23. Market Price: 1,300 gp.).

Outdoor Trap: Large net trap (CR2)
Large Net Trap: CR 2; mechanical; location trigger; manual reset; Atk +5 melee (see note); Search DC 20; Disable Device DC 25. Note: Characters in 10-ft. square are grappled by net (Str 18) if they fail a DC 14 Reflex save. Market Price: 3,000 gp.

Pit Trap: Deeper pit trap (20′) (CR1)
Deeper Pit Trap: CR 1; mechanical; location trigger; manual reset; hidden switch bypass (Search DC 25); DC 15 Reflex save avoids; 20 ft. deep (2d6, fall); multiple targets (first target in each of two adjacent 5-ft. squares); Search DC 20; Disable Device DC 23. Market Price: 1,300 gp.

Room Trap: Doorknob smeared with contact poison ( Slow Burn (101Sp) (Type: Contact. Damage: 1d4/1d4 hp within the next 1d4 minutes (DC18). CR1)) (CR1)
Doorknob Smeared with Contact Poison: CR 5; mechanical; touch trigger (attached); manual reset; poison (nitharit, DC 13 Fortitude save resists, 0/3d6 Con); Search DC 25; Disable Device DC 19. Market Price: 9,650 gp.

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