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Trapsmith: Get Gavin (Part 1)

Trapsmith: Get Gavin (Part 1)

Study for the dead alchemist -- Elihu VedderToo many deaths, too many friends lost. They were cheated, drowned, and maimed. All died a horrible death—all because of one man: Gavin. It took some effort to track him down, but you traced him to his workshop and home. It is time to settle scores.

1. Gavin’s Interior Defenses

Above two stout wooden doors, bold yellow letters proclaims the building to be home to “Gavin’s Interior Defenses.” A smaller sign lets the reader know that admittance requires an appointment.

The doors are currently locked, and it requires a DC 28 Disable Device check to open them. The doors are of good quality and have hardness 5 and 15 hp each; their break DC is 18.

2. Door to Alley

A worn door, nothing more than planks nailed together, blocks further entry through the alley. The door bears a “NO TRESPASS” sign and is unlocked. Succeeding on a DC 13 Knowledge (local) check reveals that trapsmiths really take the ‘no trespass’ concept very seriously.

3. Explosive Ejection Trap

Barely 15 ft. beyond the alley’s door, Gavin has placed a trap to evict trespassers from the alley. An alchemical combination of acid, rust, fat, and a thunderstone works wonders to alert residents and evict unwanted trespassers from the alley.

Explosive Ejection Trap     CR 7
Type mechanical; Perception DC 20; Disable Device DC 20
Trigger location; Reset none
Effect explosive eviction (6d6+10 force damage; succeed on a DC 16 Reflex save for half damage; treat the total damage as the CMB of a bull rush attempt, pushing intruders out of the alley); multiple targets (all targets in a 30-ft. line)
Effect thunderous boom (succeed on a DC 20 Fortitude save or become deafened for one hour); multiple targets (all targets in a 30-ft. line)

Get Gavin Map

4. Backyard

Weeds and mountains of rubble cover most of the area. Treat the area as undergrowth.

5. Office Stairs

A short flight of stairs leads to Gavin’s office. The stairs are trapped. Succeeding on a DC 25 Perception check locates the bypass switch.

Horrible Hooking Trap     CR 7
Type mechanical; Perception DC 25; Disable Device DC 25
Trigger location; Reset manual; Bypass switch
Effect atk +20 melee (3d6+10 piercing damage; treat the damage total as the CMB of a grapple attempt; if the grapple succeeds, the CMD is 14 points above the CMB result)

6. Gavin’s Workshop

A new contraption dominated the workshop, and this device is still unfinished but looks deadly. A sturdy wooden column supports Gavin’s offices. On the walls, tools of the trapsmithing trade are secured in neat, orderly rows.

7. Kitchen

Gavin’s kitchen is currently occupied by two contractors. Hamish and Gorth don’t want to fight anyone, but they will defend themselves if set upon. A staircase leads to Gavin’s living quarters [9].

Hamish and Gorth, Journeyman Carpenters     CR 2

XP 600
Half-orc expert 4
N Medium humanoid (human, orc)
Init +0; Senses darkvision 60 ft.; Perception +4

DEFENSE
AC 10, touch 10, flat-footed 10
hp 22 (4d8+4)
Fort +2, Ref +1, Will +3
Defensive Abilities orc ferocity

OFFENSE
Speed 30 ft.
Melee light hammer +4 (1d4+1)
Ranged light hammer +3 (1d4+1)

TACTICS
During Combat The expert uses the terrain to his advantage.

STATISTICS
Str 13, Dex 10, Con 12, Int 12, Wis 8, Cha 11
Base Atk +3; CMB +4; CMD 14
Feats Power Attack, Skill Focus (Craft [carpentry])
Skills Acrobatics +6, Bluff +5, Climb +6, Craft (carpentry) +11, Diplomacy +5, Disable Device +6, Escape Artist +2, Intimidate +9, Knowledge (engineering, local) +8, Perception +4
Languages Common, Orc
SQ orc blood, weapon familiarity
Combat Gear oil of mending (5), potions of cure light wounds (2), potions of spider climb (2)
Other Gear light hammer, block and tackle, chain (20 ft.), crowbars (2), everburning torch, hammers (2), masterwork artisan’s tools, 561 gp

8. Gavin’s Office

Detailed plans for new deadly traps cover the office walls. A secret door leads to Gavin’s living quarters. Succeeding on a DC 25 Perception check uncovers its location. The desk holds one bottle of Othellian brandy, which could easily fetch 25 gp if sold.

9. Living Quarters

Bookcases cover the walls, and most of the books in the room focus on alchemy, engineering, and magic, but a wide range of other topics are also present. A comfortable-looking chair stand near the window. A secret door leads to Gavin’s office. Succeeding on a DC 25 Perception check uncovers its location.

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