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Mohkba Mania: Mouse Trap

rory-mousetrap-trap-aawblog

Mouse Trap     CR 11

Type mechanical; Perception DC 28; Disable Device DC 29
Trigger location; Reset repair

Effect 15d6 damage and gain the pinned condition, DC 28 Reflex Save negates. If pinned, a DC 28 Strength or Escape Artist check is required

Common items which are harmless to normal sized characters become downright deadly when the characters are very small. This mouse trap was discarded in the woods and set. The cheese was long ago removed, and the vegetation has made this trap very hard to spot, even for small characters.

[Submitted by Rory Toma!]

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Mohkba Mania: Hail Trap

Hail Trap       CR 10

Type mechanical; Perception DC 25; Disable Device DC 30
Trigger location; Reset automatic (for 2d6+1 minutes)
Effects Atk +15 melee (10d6 bludgeoning); multiple targets (all targets not directly under cover); knocked prone (1d6 cold per round; DC 20 Escape Artist, Strength, or hail trapCMB check to escape; immunity to falling hail damage; DC 25 Reflex negates); treat area as difficult terrain; flooding after 6 rounds (see below)

Normal weather effects become deadly when the PCs are the size of a copper piece; should they be caught out in the open, the hail trap might do them in if they can’t find shelter! Though become trapped under a piece of ice from the hail trap is unpleasant, it offers some protection and can also be destroyed (hardness 1, 20 hp).
After 6 rounds the area under the effects of the hail trap becomes flooded, requiring DC 15 Swim checks to stay afloat (creatures hit by the hail trap while swimming are not trapped.)

 

[Submitted by Rory Toma! Tune in on Meta Thursday to read this month’ s special rules for extremely small adventurers!]

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Wandering Wasteland: Tar Pit Trap

tar pit trapTar Pit Trap     CR 10
Type magic; Perception DC 34; Disable Device DC 34
Trigger proximity (30 ft.); Reset 1 day
Effect target gains the tarred condition (DC 28 Reflex negates)

Tarred: Spells that target you instead affect a random target within 30 feet (no save) and have a 10% chance per caster level of triggering a random effect from the list below. The tarred condition can only be removed via dispel magic (CL 18th), heal, limited wish, miracle, or a wish. After 2d4+1 days the tarred condition alleviates itself as the substance crumbles away.
1 – Splay: targeted spell now affects all targets within 30 ft. of the original target
2 – Negate: targeted spell is negated and has no effect
3 – Damaging: targeted spell does twice the damage (in the case of spells that do not deal damage, double duration)
4 – Penetrating: targeted spell grants its caster a +10 circumstance bonus to bypass spell resistance
5 – Tricky: the saving throw DC(s) for the targeted spell are increased by +5
6 – Rebound: targeted spell also rebounds back on its caster

The Transgression affects everything in the Scorched Lands. Sometimes a portion of the tar pits in the Grave Morass become perverted, superheated into monstrous swathes of bitumen that cause magic to behave erratically. This sludge animates when a creature approaches it, coating them in a thick layer of disruptive tar.

[Submitted by Rory Toma!]