Target Practice | Free 5e and PF2e Trap
Written by Claire Martin
If you're looking for other 5e and PF2e resources, check out our entire collection of Lair Magazine issues. This particular trap came from the May 2024 issue of Lair Magazine, Desperation & Darkness, where you can find even more to add to your campaign!
Target Practice - 5e
Complex trap (Mechanical trap, level 5-10, dangerous)
Description. At first glance, this 100-foot-long, 10-foot-wide hallway looks perfectly ordinary. However, once five* creatures step into the hall, a door slams behind them, and a mechanical voice sounds throughout the hall:
“Step on up and test your fate! A hit is three points, and it takes nine points to win. Hit the same one three times and win the grand prize!”
At the far end of the hall, three mechanical archers pop out of the floor and begin firing at the party.
*Use the number of characters in the party.
Trigger. The entire party steps into the hallway.
Initiative. The mechanical figures act on initiative counts 20 and 10.
Active Elements
Fire at Will (Initiative 20). Each archer aims at one creature and fires its bow with a +6 modifier to hit. If the arrow hits the target, it deals 16 (3d10) piercing damage, and the archer marks down one hit against that creature. Hit creatures must make a DC 14 Constitution saving throw, or they can only move at half speed until the end of their next turn.
Slow Down! (Initiative 10). A lever pops up in front of each archer that scores a hit in this round. After pulling the lever, part of the ceiling collapses in front of the creatures they hit. Rock and debris cover the area 30 feet in front of the creature, making this area difficult terrain. Any creature standing in that area must make a DC 16 Dexterity saving throw or take 16 (3d10) bludgeoning damage.
Dynamic Element
Winner! If one of the archers scores three hits against any creature, the mechanical voice declares them the winner. Their prize is that they get to fire arrows +1 at the creatures now.
Grand Prize Winner! If one of the archers scores three hits against the same creature, the mechanical voice declares them the grand prize winner. Their prize is that getting to fire arrows +3 at the creatures now.
Try Harder! For every three consecutive rounds with no winner declared (after the end of the first round), the archers fire an additional arrow when they Fire at Will.
Countermeasures
Before Entering the Room. If the creatures succeed on a DC 15 Intelligence (Investigation) check while examining the door frame leading into the hallway, they will notice the door is spring-loaded to slam closed. If the door becomes jammed, there is a 50% chance it will not be able to close. If the door cannot close, the trap does not activate. The door re-checks the 50% chance every minute while the creatures are in the room.
After the Trap Activates. Once activated, there are two ways to defeat the trap. First, if a creature makes it to the other side of the room, it can pull a lever that turns the trap off. This lever is visible from anywhere in the room with a DC 15 Wisdom (Perception) check. Alternatively, if the entire party can avoid getting hit for 10 consecutive rounds, the mechanical voice returns and declares:
“All of you are useless! You all lose! Go home and don’t come back!”
After this declaration, the archers recede, effectively deactivating the trap.
Target Practice - Pathfinder 2e [Hazard 5]
Complex, Mechanical, Trap
Stealth +13 (trained); DC 26 (expert) to notice the spring-loaded door frame and the lever at the far end of the hallway
Description. At first glance, this 100-foot-long, 10-foot-wide hallway looks perfectly ordinary.
—
Disable DC 23 Thievery (trained) to disable the spring-loaded door frame and prevent the door from closing or open it after it has already closed. DC 23 Athletics to push the lever which disarms the trap. The trap ends after 10 rounds.
AC 22, Fort +17, Ref +9
Iron Door Hardness 14, HP 50 (BT 25); Immunities Critical hits, object immunities, precision damage
Game On! [reaction] Trigger The entire party steps into the hallway; Effect An iron door slams behind the party, and a mechanical voice sounds throughout the hall “Step on up and test your fate! A hit is three points, and it takes nine points to win. Hit the same one three times and win the grand prize!” At the far end of the hall, three mechanical archers pop out of the floor and begin firing at the party. All creatures in the hallway must succeed at a DC 22 Will save or be frightened 1 as long as the hazard is active. The hazard then rolls initiative.
—
Routine (3 actions) For each of its actions, an archer fires a bolt at a creature with a +15 to hit, dealing 2d8+7 piercing damage on a hit. A creature hit by a bolt must make a DC 22 Fortitude save or be slowed 2 until the end of their next turn.
—
Reset The hazard resets each day at dawn until someone wins the game.
Try Harder! For every three consecutive rounds with no winner declared (after the end of the first round), the hazard gains an additional action as part of the routine.
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Traps