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Trapsmith: Trap Enhancements

Trapsmith: Trap Enhancements

trapThere is always room for improvement. This is a basic fact known to trapsmiths. The only limits to improvement are time and money: usually clients only want “reasonable” protection or warding. Trapsmiths offer a plethora of reasonably priced enhancements to improve standard issue traps, making them something special and unique.

Many traps are that much more unexpected and capable when combined with secondary traps. Consider stacking traps, so you catch adventurers off guard when they’re busy dealing with the first trap. Maybe the new addition just slows them down or maybe it’s the coup de grace itself.

Rippling Floor Trap (CR 1)

Type mechanical; Perception DC 20; Disable Device DC 20
Trigger location; Reset manual
Effect floor moves (DC 20 Acrobatics check or lose Dexterity bonus to your AC and Reflex saves)

This is a great option when combined with a direct damage trap such as a burning hands trap or a swinging axe trap since it distracts the targets and makes them easier to hit…

Caltrops from Ceiling Trap CR 1

A target’s success at escaping certain traps requires mobility, such as with the bone-crushing boulder trap (https://koboldpress.com/article2091.php).

It would be terribly unfortunate if something sprung up in the middle of an escape that reduced the PC’s mobility. Consider these next two traps as add-ons for it.

Type mechanical; Perception DC 20; Disable Device DC 20
Trigger location; Reset manual
Effect atk +0 melee (1 point of damage and movement is halved); multiple targets (all creatures crossing a 5-ft. square)

This movement penalty lasts for 24 hours, until the creature is successfully treated with a DC 15 Heal check, or until it receives at least 1 point of magical healing. A charging or running creature must immediately stop if it steps on a caltrop. Any creature moving at half speed or slower can pick its way through a bed of caltrops with no trouble.

Launched Tanglefoot Bag Trap CR 1

Type mechanical; Perception DC 20; Disable Device DC 20
Trigger location; Reset manual
Effect atk +10 ranged touch (tanglefoot bag)

Enhancements for Magical Traps

Twisting, turning, and knitting magic can make it more difficult for a rogue to find and disable a magical trap.

  • Adding +5 to both Perception and Disable Device DCs increases the CR of a magical trap by +2.
  • Adding +10 to both Perception and Disable Device DCs increases the CR of a magical trap by +4.

(This post is Product Identity.)

5 thoughts on “Trapsmith: Trap Enhancements”

  1. Good trap twists Maurice, and not necessarily lethal. As with all traps, the context has to be considered. Traps that capture intruders, or simply divert a party are also very useful. And with traps that can prove lethal, I usually allow for a way out – a fault in construction, a piece of debris or a dropped weapon or torch keeping the trap from closing as designed, a prior victim (who landed on his head) with a magic item that might allow a means of escape, etc. A good trap does not have to be the end of an adventure…

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