Pit Trap
A group of crafty bandits have dug a hole right in the middle of the road and filled it with spikes. They also covered it with leaves and flimsy wood to hide the trap! The hole is so large that riding and pack animals cannot move around it as the path is surrounded by dense forest or steep cliffs.
Solo Challenge. Each adventurer decides for themselves how to avoid the pit trap.
Trap. This trap can be detected by a passive Perception of 15 or with a Perception check. If the trap is not detected, it automatically triggers a critical failure.
Who falls into the pit depends on the actions of the party and how they organize crossing attempts.
- An Acrobatics or Athletics check allows an adventurer to climb or leap across the pit. On a failure they fall 20 feet to take 7 (2d6) bludgeoning damage and 5 (2d4) piercing damage.
- Alternatively, an Engineering check (or a check made with tools the Narrator deems appropriate) can be made to build a makeshift bridge across the spike pit at the cost of 1 hour.
Potential Outcomes
Critical Failure: The adventurer(s) and their mount(s) fall 20 feet into the pit, taking 7 (2d6) bludgeoning damage from the drop and 5 (2d4) piercing damage from spikes. At the end of the next round 3 (1d6) bandits arrive to ambush the party.
Failure: The adventurer(s) drop half their Supply into the pit.
Success: The adventurers make it across or around the spike pit unscathed.
Critical Success: The adventurers make it across or around the spike pit unscathed. Roll on the Boons and Discoveries table.