
Characters think nothing of entering a room with an NPC and just sitting down. So…
Spiky Chairs (CR 3)
Several armchairs have been placed around the room. They all seem to have overstuffed cushions. |
Type: mechanical; Perception DC 28; Disable Device 16 Trigger Touch; Reset Repair |
Effect |
Just under the cushions are several sharp, barbed spikes. Spikes (DC 18 Reflex Save or take 1d3 damage and become entangled with the chair. DC 22 Escape Artist or DC 22 Strength check to free from chair, however, if Strength is used, an additional 1d3 damage is dealt) |
If you offer the PCs food or drink, of course they will be suspicious. But who is wary of a comfy chair? This would be a perfect beginning to a combat encounter. Several of the characters sit in the offered chairs, and become stuck as guards or thugs arrive. You can always poison these things, too. This trap can also make future social interactions somewhat awkward for the PCs. A host could take offense at the PCs poking and prodding the furniture before they sit down. The PCs may even refuse to sit down, further offending the host.