Skilled survivalists and trappers are adept at fashioning effective, if simple, traps from humble materials.
Type: Mechanical; Notice Check: Yes, at -4; Thievery Check: Yes, at -6
Trigger: At the end of a round when a Size 0 or larger (or two Size -1) creature uses the log, it collapses.
Effect: Fallen trees often form excellent natural bridges over rivers or chasms, or they afford routes to climb more safely over a wall or other barrier. Breakaway logs have been sabotaged so that they collapse once they are used. All creatures on the log when it collapses fall, taking appropriate damage from the plunge. A creature that succeeds at an Athletics check can cling to the log or leap to safety and avoid the damage entirely.
Type: Mechanical; Notice Check: Yes, at -2; Thievery Check: Yes, at -2
Trigger: When a Small or larger creature climbs a breakaway vine, the vine snaps just before the creature reaches the top of the climb.
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 the trap triggers, a creature can grab a handhold and avoid the resulting fall with an Athletics check.
Type: Mechanical; Notice Check: Yes, at -2; Thievery Check: Yes
Trigger: A creature walks over a clam clamp or attempts to take the treasure.
Effect: A clam clamp is typically set with a lure, such as a piece of shiny treasure. When the trap triggers, the clamp snaps shut and makes an Athletics check (Athletics d10). With success, the victim is Entangled, Bound with a raise.
The weight of the clam clamp is enough to hold a creature in place until the grappled creature can escape. A clam clamp located in an underwater area is more difficult to craft but also more dangerous to air-breathing creatures due to the fact that it can hold a creature underwater until it drowns.
Type: Mechanical; Notice Check: Yes, at -2; Thievery Check: Yes, at -2
Trigger: A creature enters the deadfall’s trigger square.
Effect: Rigged to boulders, logs, or other heavy weights in canopies or on ledges, a trip line strung across an area can create a deadly trap. When a creature enters the deadfall’s trigger square, the weights drop in a 4" (8 yard) line or a Small Blast Template. Each creature in this area takes 4d6 damage and is knocked prone. An Evasion roll negates the damage.
Type: Mechanical; Notice Check: Yes, at -4; Thievery Check: Yes, at -2
Trigger: Whenever a creature moves into a space that contains razor grass.
Effect: By hiding lengths of sharpened sticks or bones amid undergrowth (traditionally tall grass; when used in coastal or underwater areas, this trap is instead called a razor kelp trap), the trapper can lay a simple but effective trap. Whenever a creature moves into an area that contains razor grass, it takes 1d6 damage and makes an Evasion roll or its Pace is halved for 24 hours or until it receives magical healing or benefits from a Healing check.
Type: Mechanical; Notice Check: Yes, at -4; Thievery Check: Yes
Trigger: When a creature enters a space trapped by a spring snare.
Effect: A spring snare consists of a strong sapling that’s been bent down with a noose affixed to the end. When the trap springs, the noose attempts to snare the triggering creature with a Athletics d10 roll. With success, the tree snaps upright and flings the target into the air for 1d6 damage (2d6 with a raise on the attack) and Entangling him. The creature then remains suspended 10 feet off the ground until it breaks free.
Type: Mechanical; Notice Check: Yes, at -2; Thievery Check: Yes, at -2
Trigger: When a creature enters a square that contains the spring-arm spike’s trigger.
Effect: A spring-arm spike is similar to a spring snare trap in that it incorporates a strong sapling bent into a taut arc. When a creature enters a square that contains the spring-arm spike’s trigger, the sapling snaps forward, driving a pointed spear into the target. The spring-arm spike makes a Fighting d8 attack (2d8 damage) against the target.
Type: Mechanical; Notice Check: Yes; Thievery Check: Yes
Trigger: When a creature passes through a space that’s been trapped by this trip line, the log swings down.
Effect: A large, heavy log is suspended in the canopy of a forest or jungle and attached to a trip line. When a creature triggers the trap, make an attack against them (Fighting d8, 2d6 damage). A creature damaged by this log must make an Evasion roll to avoid being knocked prone. Affixing a number of sharpened sticks to the log adds an additional 1d6 damage.
Type: Mechanical; Notice Check: Yes, at -2; Thievery Check: Yes, at -2
Trigger: A creature steps into a square trapped with a tar snare.
Effect: A tar snare consists of a shallow trench filled with tar or sticky mud that is then covered with a layer of debris to disguise its presence. When the trap triggers, the victim makes an Evasion roll or is Entangled (Bound with a Critical Failure).