Knockers try to be benevolent, but sometimes, things just don’t go their way, and they need to take action. Not blessed with great strength, the knockers have, like their kobold cousins, turned to defense, and they have an astonishing array of traps and techniques handed down from generation to generation. Some clans and individual families even have signature traps and objects of interest. This is but a tiny sampling:
Curiosity Killed the… Cat (Trap) (CR 3)
Type mechanical; Search DC 15; Disable Device DC 27
Trigger timed; Reset automatic
Effect atk +15 melee (2d4+8/×4)
Market Price 14,100 gp
Variations of this trap appear throughout knocker lairs, but the basics remain constant. The lure—a platinum coin, an ill-fitting secret door, or a clearly hinged iron bust is left in some not-too obvious place in the mine, with the intention of catching the foolish. The reveal—such traps invariably release a scythe, greatsword, or similar clockwork sprung weapon, occasionally of large or huge size. The sample uses a scythe borrowed from a surface-dwelling friend.
Gourd of Tricksy Webs (Item)
Aura faint conjuration; CL 3rd
Slot held; Price 150 gp; Weight 1 lb.
A large dried gourd, which is used by senior knockers as a missile weapon. The gourd, when broken, unleashes a web spell (CL 3rd).
Requirements Craft Wondrous Items, web; Cost 75 gp
Niffy Flame (Alchemical)
Some knocker tribes have an advanced skill in Craft (alchemy) and have invented several ingenious devices. Niffy flame is a pig bladder filled with mine gas and sealed with a special wax. When struck, the alchemically enhanced mine gas within escapes, filling a 5-ft. radius. Though the gas remains for but a single round, if any naked flame encounters the gas in that time, it explodes, delivering 2d6 fire damage to anyone within a 5 ft. radius (DC 12 Reflex for half).
Knockers leave these bags hanging at strategic places, and their archers fire flaming arrows to light them against intruders.
Skill Craft (alchemy) DC 25; Cost 50 gp; Weight 1/2 lb.
A Prepared Knocker Is a Breathing Knocker
No knocker is ever found without a selection of tanglefoot bags, acid, and alchemist’s fire, and they often have colorful bags or deep pockets to keep them in. Just in case.
(Pathfinder Roleplaying Game Compatible)
Continuing It’s a Trap! Week, Richard Pett kindly expounds on his knockers, explaining their fondness for traps and providing some wonderful toys to play with. But watch out because that’s how Pett works: he lures you in with his pretty words and… BAM. And there’s no save, either.
Here turkey, turkey, turkey…
3 thoughts on “It’s a Trap: This is Knocker Style”
I love these little guys more each time I see them. To me, they’re fraggles. :)
I want more, Rich!
Damn, I did not know it was “It’s a Trap!” Week.
Which I guess makes a certain amount of sense, since if I knew, I might not have shown up.
Gotcha! Set ’em up, reel ’em in.