mechanicaltrapref_full
mechanicaltrapref_full
mechanicaltrapref_full
This card and its companion cards present basic guidelines for various mechanical
and non-magical traps you might place in the dungeon. These traps are intended
to complement monsters, hazards, and terrain in encounters designed for the
Dungeons & Dragons 4th Edition game. Because all of these traps are mechanical,
the use of the Arcana skill will not reveal their presence. Only careful rogues and
cautious adventuring parties can hope to avoid these deadly devices.
Trap Determination
It is recommended that DMs carefully place these traps within the dungeon. For
random placement of traps, roll a 1d6; 1-2 indicates the presence of a trap.
Replace one monster in an encounter with a standard trap, or two monsters with
an elite trap. Minion traps – traps that activate once in an encounter – are the
equivalent of 1/4 a heroic tier monster, 1/5 a paragon tier monster, and 1/6 an epic
tier monster. Roll 1d20:
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2. Falling Blocks (Minion XP)
Triggers for these traps involve stepping on pressure plates or a trap on a door;
the area of effect is usually 2-by-2 squares. The falling ceiling blocks attack all
creatures in the area of effect when the trap is triggered (level + 1 vs. Reflex,
limited damage by level, and the target is knocked prone).
1. Poison gas cloud – close burst 2, level + 1 vs. Fortitude, limited poison
damage by level, and the target is weakened (save ends).
2. Pit trap opens up in floor – 2-by-2 square area, level + 1 vs. Reflex,
perilous fall severity by level.
3. Burning oil jet – close blast 3, level + 1 vs. Reflex, limited fire damage by
level, and ongoing 5 fire damage per tier (save ends).
4. Grease released on floor – close burst 5, level + 1 vs. Reflex, the target
is knocked prone.
5. Slime dumped on targets in a 2-by-2 square area, level + 1 vs. Fortitude,
ongoing 5 acid damage per tier and the target is slowed (save ends).
6. Grotesque mural revealed, affects all sighted enemies within line of
sight, level + 1 vs. Will, the target is pushed 3 squares and dazed (save
ends).
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Mechanical Traps: Card II of V
This card and its companions present basic guidelines for various mechanical
traps in the dungeon. For random trap setup and traps of types 1-4, see Card I. For
trap types 11-20, see Cards III-V.
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9. Tripwire (Minion XP)
Carefully threaded across corridors and chambers, these hard-to-spot wires are
the downfall of many dungeoneers. Characters can spot tripwires with a hard DC
Perception check. Those who move across a square containing a tripwire are
attacked (level + 3 vs. Reflex). On a hit, the target slides forward one square and
is knocked prone. A tripwire becomes harmless after being triggered. In addition,
the victims usually fall into or trigger a more hazardous trap. The following chart
lists some possibilities for additional traps and hazards keyed to the tripwire
(1d8):
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Mechanical Traps: Card V of V
This card and its companions present basic guidelines for various mechanical
traps in the dungeon. For random trap setup and traps of types 1-17, see Cards I-
IV.
1. A deep crevasse filled with freezing water: painful fall severity by level,
normal cold damage by level plus ongoing 5 cold damage (save ends).
2. A wide cavern: perilous fall severity by level, and the target encounters
1d4 minions of its level or lower in the cave below.
3. A pool of sludge: painful fall severity by level, and the target is
restrained (save ends).
4. Iron funnel: the target falls down a greased chute (painful fall severity
by level) that narrows to a 1/2-by-1/2 square aperture at its base,
wedging the target in tight (ongoing 5 damage per tier plus
immobilized). Freeing the stuck target requires a successful Athletics
check (hard DC).
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Mechanical Traps: Card III of V
This card and its companions present basic guidelines for various mechanical
traps in the dungeon. For random trap setup and traps of types 1-10, see Cards I-II.
For trap types 15-20, see Cards III-V.
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13. Thrusting Blade (Minion XP)
This trap is often disguised within an ornate design: a thin opening in a bas relief,
a brass knocker, or a monster’s head with its mouth open. The trap is affixed to a
door or wall – anything that has a lock nearby. If the trap is not disarmed, it will
be activated when a creature attempts to open the locked portal or fails to break
the lock.
When the trap is triggered, a blade thrusts out from the hidden opening and
attacks the triggering creature (level + 5 vs. AC, normal damage by level).
The blade must be manually reset after being triggered.
The blades are occasionally coated in poison (1d4):
Most thrusting blade traps are set at a human’s waist level so the blade might
catch short demi-humans as well. However, variations place the blades at knee- or
shoulder-level, or multiple blades at different levels. Rarer variations place the
opening behind the targets, facing the door, with a spear firing into the back of
the offending trespasser.
Variations on this trap flood a chamber with acid (normal acid damage by level
per round of exposure), lava (limited fire damage by level per round of exposure),
or other noxious liquids. A water-filling room might also be rigged with dart walls
(see trap #7), or thrusting spears (see trap #13, above).
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Mechanical Traps: Card IV of V
This card and its companions present basic guidelines for various mechanical
traps in the dungeon. For random trap setup and traps of types 1-14, see Cards I-
III. For trap types 18-20, see Card V.
Variations of this trap spray poisons that inflict harmful conditions rather than
damage. Choose from the table below or determine randomly (1d3):
1. Area burst 1 – the target is dazed (save ends); area burst 3 – the target
is dazed until the end of its next turn; area burst 5 – the target is dazed
until the start of its next turn.
2. Area burst 1 – the target is weakened (save ends); area burst 3 – the
target is weakened until the end of its next turn; area burst 5 – the
target is weakened until the start of its next turn.
3. Area burst 1 – the target grants combat advantage (save ends); area
burst 3 – the target grants combat advantage until the end of its next
turn; area burst 5 – the target grants combat advantage until the start
of its next turn.
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17. Gas (Standard XP)
A gas trap might be triggered by pressure plates, tripwires, or – most often – by
failing to detect the trap and unlocking a warded door or chest. When triggered,
a fragile glass globe drops into a section of floor (or even inside the chest). The
glass shatters, releasing a quickly-evaporating liquid that turns into gas upon
contact with air. The gas creates a zone in an area burst 3 that lasts until the end
of the encounter, after which it dissipates. Squares in the zone are treated as
heavily obscured terrain.
Creatures caught in, entering, or starting their turn in the gas’s area of effect
are attacked (level + 1 vs. Fortitude). Some potential gas effects include (1d12):
1. Chlorine Gas: The target takes limited medium poison damage by level.
2. Sleep Gas: The target is falls unconscious (save ends).
3. Weeping Gas: The target is blinded (save ends).
4. Paralysis Gas: The target is immobilized (save ends).
5. Poison Gas: The target takes ongoing 5 poison damage per tier (save
ends). First Failed Save: The target takes ongoing 10 poison damage per
tier (save ends). Second Failed Save: The target takes ongoing 10 poison
damage per tier and is weakened (save ends). Third Failed Save: The
target dies.
6. Noxious Gas: The target is weakened and slowed (save ends both).
7. Opaque Gas: Creatures may not draw line of sight through or from
squares in the zone. Creatures in the zone are blinded until they leave
it.
8. Anti-magic Gas: The target may not use daily or encounter powers
granted by magic items (save ends).
9. Corrosive Gas: Targets creatures wearing heavy armor only. The target
takes a -1 penalty to AC (save ends). First Failed Save: The target takes a
-2 penalty to AC (save ends). Second Failed Save: The target takes a -5
penalty to AC (save ends). Third Failed Save: The target’s armor is
destroyed.
10. Rotting Gas: Targets creatures wearing light armor only. The target
takes a -1 penalty to AC (save ends). First Failed Save: The target takes a
-2 penalty to AC (save ends). Second Failed Save: The target takes a -5
penalty to AC (save ends). Third Failed Save: The target’s armor is
destroyed.
11. Confusion Gas: The target is not considered an ally for the purposes of
powers, class features, and feats that target allies (save ends).
12. Fear Gas: The target is pushed 5 squares and takes a -5 penalty to
saving throws versus fear (save ends).
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20. Rolling Boulder (Minion XP)
These traps are most often triggered by a pressure plate, a tripwire, or a
counterweight. When triggered, a large boulder (2-by-2 squares) is pushed free of
a hidden alcove in the wall or ceiling. Each round (initiative +2 + 1/2 trap level), it
rolls 6 squares in a straight line, making a trample attack against each creature it
hits (level + 3 vs. Reflex, limited damage by level, and the target is knocked prone;
miss: the target slides 1 square out of the way of the boulder). The boulder stops
moving when it hits a solid obstacle, such as a wall.
More nefarious boulders are wrought of magnetic iron, covered in poisoned
spikes, filled with burning oil, or shaped from corrosive ooze.
Consider adjusting the speed of the rolling boulder trap to accommodate
larger or smaller encounter areas.
Combining Traps
Obviously, any number of these traps might be combined with some of the
others in a single encounter, creating a deadly ‘gauntlet’ with numerous dangers
threatening the dungeoneers simultaneously. For example:
A crushing walls trap (see trap #19) that causes the floor to rise toward
poisoned scything blades (see trap #15) that swing from the ceiling.
A tilting floor trap (see trap #11) that combines a few tripwires (see
trap #9) to catch hurried creatures.
A falling door trap (see trap #8), combined with a falling floor trap (see
trap #18), causes dungeoneers to disappear beneath its weight, only to
be dropped in a dangerous new area of the encounter.
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