Pathfinder: Kobolds Love Traps
Riyal, an character I once played, died valiatly some time ago. But his research lives on in the Riyal’s Research series. One of the things he researched are various kinds of traps. Below are two traps that kobolds really enjoy making. I hope they enhance your mishaps when facing off against the honorable and brave (I means cowardly and underhanded) kobold warriors.
Kobold Razortooth Trap CR 1
Type mechanical; Perception DC 29; Disable Device DC 15
Trigger location; Reset automatic; Bypass small or smaller creatures do not set off this trap
Effect tooth tipped spears (Atk +0 melee, 1d4 spear plus poison [black adder venom])
A favorite among kobolds, a razor-sharp, tooth tipped spear extends from a small hole in the wall when this trap is triggered. In order to set it off, the creature must be a medium or larger creature. Small creatures do not weigh enough to set off this trap. Since the trigger requires a creature of so much weight for the trap to go off, the spear’s aim is not terribly great. Many creatures experience the rush of air as the spear extending out mere inches in front of them. Trap cost: 1,250 gp. Construction DC: Craft (traps) 25
Acid Dump Trap CR 3
Type mechanical; Perception DC 20; Disable Device DC 20
Trigger location; Reset repair; Bypass hidden switch (Perception DC 25 to locate)
Effect acid drop (never miss, 2d6 acid plus 1d3 bludgeoning)
Another favorite of kobolds, the trigger for this trap is opening a door built for small size creatures. The door is always left open slightly so the kobolds can use ranged weapons from behind this trap. Even though most creatures will have cover, the point of firing ranged weapons is to distract the creatures from searching for traps. When a creature rushes through the doorway, a bowl crashes down on the opener, pouring out its acid. The trap can be disarmed by pressing a particular rock near the doorway. This rock moves a stone underneath the bowl, providing it enough support that it will stay in place for 2 rounds. If the door is not returned to its original position by this time, the trap is triggered. Trap cost: 3,000 gp. Construction DC: Craft (traps) 20.