Corruptions | Curses | Diseases | Drugs | Haunts | Madnesses | Poisons | Traps


Traps

The following sample traps represent just some of the possibilities when constructing traps to challenge the player characters.
Click here for the full rules on Traps.

Breakaway Vine

Source Ultimate Wilderness pg. 172
Associated Terrain any forests, jungles, or swamps
Type mechanical; Perception DC 20; Disable Device DC 20

Effects

Trigger touch (timed); Reset repair
Effect A breakaway vine has been sabotaged so that it snaps not long after someone begins using it to climb. A breakaway vine trap can be crafted from a length of rope as well, but this ruins the rope for other uses. When a Small or larger creature climbs a breakaway vine, the vine snaps just before the creature reaches the top of the climb. A creature can grab a handhold and avoid the resulting fall with a successful DC 20 Reflex save. This breakaway vine assumes a 20-foot fall for 2d6 points of damage; longer falls increase the CR of the breakaway vine by 1 per additional 20 feet.

See Wilderness Traps for information on this traps Associated Terrain.