Tannery Trap

After the fey monster appeared, the tanners, in an effort to protect themselves, trapped the tannery. Six trip wires are hidden throughout the tannery. When a creature steps on a trip wire, a bundle of clothing from the laundry lines above fall, covering a 10-foot-square area. Those in the area are trapped under the clothes and restrained, and those that fail a DC 13 Strength saving throw are also knocked prone into a vat of tanning solution. Each round a creature is in a vat, it must succeed on a DC 13 Constitution saving throw or take 3 (1d6) acid damage, and it must succeed on a DC 13 Strength (Athletics) check to stay afloat.

A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. The bundle of clothing has AC 8 and 10 hit points. Dealing 5 slashing damage to the clothing destroys a 5-foot-square section, freeing any creature trapped in that section.

Prevention. Each trip wire requires a successful DC 15 Wisdom (Perception) check to find it. A successful DC 15 Dexterity check using thieves’ tools breaks the wire harmlessly. A character without thieves’ tools can attempt this check with disadvantage using any edged weapon or edged tool. On a failed check, the trap triggers.

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