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Trap Themes (Part 1 of 5): Wilderness

Snares
September 14, 2010 / Scott A. Murray
Trap themes are templates that can be applied to one or more existing traps to
give them a distinct shared flavor.
Each theme presented introduces new powers that can be applied to a trap
adding one does not affect a traps XP value, but consider upgrading a trap to
an elite or solo if two or more are applied.
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When one speaks of tricks and trapsoften in hushed tones punctuated by the
muted clanging of ale mugsimages of the dungeon come to mind, complete with
its musty corridors, pressure plates, and sneering reliefs. However, traps are not
merely the purview of underground denizens and nefarious dungeon lords.
Deadly snares are also among the wild places of the realm, defending sacred
groves and primeval shrines from those who seek to upset the balance of nature
so carefully preserved
The wilderness snares trap theme allows you to flavor classic traps so that they
might blend in with wild, primal, or fey adventure sites. Dart-firing statues might
be reskinned as totem poles launching wooden spears, pendulum scythes become
heavy logs suspended by vines, and pit traps become holes lined with sharpened
branches and covered in leaves.
Traps with the wilderness snares trap theme are intended to both befuddle their
victims and attract the attention of nearby primal guardians. They work best
when included in encounters with brute and skirmisher monsters of the beast,
fey, or plant types.
Skill Modifications: Increase Perception DCs by 4. Additionally, a character
can detect a wilderness snare trap with Nature (hard DC).

Animus of the Ancient Stewards

Spirits borne of an ancient, more verdant age surge into your body from the
whipping branches. Their presence inside you beckons to nearby predators,
riling them and unleashing buried instincts.
This power increases the threat posed by primal mounts and their riders.

Animus of the Ancient Stewards Recharge 5, 6


TriggerThe associated trap hits with an attack.
Attack (No Action)The target gains vulnerable 5 mounts/tier and is considered
marked by all mounts and enemies riding mounts (save ends both).

Beguiling Displacement

The sting of a dart gives way to a dizzying sensation of floating. When your
senses clear, the fey witchher eyes radiant, her smile enchantingstands
much closer.
Place a lurker or warder trap with this power alongside a beast brute or fey
controller. Be careful not to pair this power with artillery fey creatures, which
prefer their often more-durable targets to be at a safe distance.
Beguiling Displacement (charm, teleport) Recharge 4, 5, 6
TriggerThe associated trap hits with an attack.
Attack (No Action)The target is teleported 3 squares closer to the nearest fey or
beast creature and takes a 2 penalty to saving throws versus charm (save ends).

Bestial Lure

A concoction of blood, floral paste, and primal essence spills from the missile
onto your armor. The scent draws nearby predators from the trees, their eyes
and maws glistening with hunger.
This versatile power works best when applied to a blaster or lurker trap and
shines when combined with beasts that fight in packs.
Bestial Lure (poison) At-Will
TriggerThe associated trap hits with a melee or ranged attack.
Attack (No Action)Beasts gain a +2 bonus to attack rolls against the target and
deal an additional 1d6 damage/tier to the target while it is granting combat
advantage (save ends both). Third Failed SaveAs previous, and beasts gain a +5
bonus to Perception checks made to detect the target until the target takes a short
rest and bathes in hot water.

Defensive Glamour

With a flash of magic and the rustle of leaves, the trapped monolith vanishes,
only to re-appear moments later across the rapids.
This power gives traps, especially lurkers, an opportunity to continue threatening
the PCs after it would have otherwise been disabled.

Defensive Glamour (illusion) Encounter


TriggerA creature makes a successful skill check or attack roll against the
associated trap.
Attack (Immediate Interrupt)The trap teleports 5 squares and is invisible until
the end of its next turn.

Entangling Vines

Thick vines lash out from the haft of the swinging wooden log, tangling your
legs and snagging on the roots and debris that jut from the underbrush.
This at-will power is ideal for blaster or lurker traps situated in areas of difficult
terrain, such as thick underbrush or sloughing mud. Beasts and other primal
guardians, particularly those who can move through difficult terrain unimpeded,
benefit the most from the traps effect.
Entangling Vines At-Will
TriggerThe associated trap hits with a melee attack.
Attack (No Action)The target must spend an additional square of movement
while moving through difficult terrain and takes a 2 penalty/tier to checks made
to cross challenging terrain (save ends both).

Whisperwhistle

Air courses through intricate patterns carved into the wooden crossbow bolt,
filling the grove with a sound not unlike a raspy bird call or dog whistle.
This power is best applied to mechanical blaster traps that supplement groups of
brutes and skirmishers in an encounter.
Whisperwhistle (charm) At-Will (1/round)
TriggerThe associated trap hits with a ranged attack.
Attack (No Action)Beast, fey, or plant creatures within 5 squares of the target
may shift 2 squares toward the target and regain the use of their immediate
action if theyve used it already this round.

Sample Trap: Primal Crossbow Turret

This trap was made by applying the bestial lure and whisperwhistle powers to
the magic crossbow turret trap (see Dungeon Masters Guide).
Level 3 Elite Blaster (XP 300)
An exquisitely carved oak arrow issues forth from a nearby totem, air whistling
through intricate primal grooves.

Trap: A pair of hidden crossbows attacks each round on their initiative after they
are triggered.
Perception
DC 22You notice the trigger plates and the hidden crossbows set into the stone
face.
DC 26You notice the location of the hidden control mechanism.
Additional Skill (Nature)
DC 18You notice the trigger plates and the hidden crossbows.
Initiative: +5.
Trigger: The trap activates and rolls initiative when a character steps on 1 of the
4 trigger squares in the area.
Attack
Standard Action
Ranged 10
Targets: Each crossbow attacks one intruder. It instinctively distinguishes
intruders from natives.
Attack: +10 vs. AC.
Damage: 1d8+3 damage.
Bestial Lure (poison) At-Will
TriggerThe associated trap hits with a melee or ranged attack.
Attack (No Action)Beasts gain a +2 bonus to attack rolls against the target and
deal an additional 1d6 damage/tier to the target while it is granting combat
advantage (save ends both). Third Failed SaveAs previous, and beasts gain a +5
bonus to Perception checks made to detect the target until the target takes a short
rest and bathes in hot water.
Whisperwhistle (charm) At-Will (1/round)
TriggerThe associated trap hits with a ranged attack.
Attack (No Action)Beast, fey, or plant creatures within 5 squares of the target
may shift 2 squares toward the target and regain the use of their immediate
action if theyve used it already this round.
Countermeasures

You can disable an adjacent trigger plate (Thievery DC 18).

You can attack one of the turrets (AC 16, other defenses 13; hp 38).
Destroying a turret stops its attacks.

You (2 character maximum) can engage in a skill challenge to deactivate

the control mechanism (Nature or Thievery DC 18): complexity 2, 6 successes


before 3 failures. Success disables the trap; failure causes the control mechanism
to explode (close blast 3, 2d6+3 damage to all creatures in blast), and the trap
remains active.
Level 5 Encounter Group (XP 950)
A pair of elf archers watches over a sacred grove with their dire wolf companions.
A primal crossbow turret trap hidden inside a vine-shrouded totem pole wards
off intruders and alerts the elves.

2 dire wolves (level 5 skirmisher; see Monster Manual)

2 elf archers (level 2 artillery; see Monster Manual)

primal crossbow turret (level 3 elite blaster)

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