Contaminated Traps

From: Grimroot

Lore: The lore surrounding Contaminated Traps speaks of ancient hunters and guardians who sought to protect sacred places, valuable treasures, or critical locations from intruders. Grimroot, with its potent poison, was believed to possess mystical properties that could ward off trespassers and deter unwanted individuals. Legends tell of hidden temples, forbidden tombs, and secret fortresses rigged with Contaminated Traps, leaving a trail of victims who fell victim to their toxic effects.

Use: The primary use of Contaminated Traps is to transform mundane traps into deadly devices infused with Grimroot poison. These traps are strategically placed to hinder or harm intruders, providing a defensive mechanism that can incapacitate, weaken, or even kill those who trigger them.

Values (Tier One):

Stats:

  • Poison Effect: Contaminated Traps deliver a potent dose of Grimroot poison upon activation. The severity of the poison’s effects may depend on factors such as the concentration of the poison and the level of the trap.
  • Activation Mechanism: Traps can be designed to activate upon physical contact, pressure, or motion detection, ensuring that intruders are exposed to the poisonous effects.

Skills gained:

  • Trap Setting: Characters proficient in trap setting possess the necessary skills to identify suitable locations, construct or modify traps, and apply Grimroot poison effectively. They understand the mechanics of various trap types and can manipulate them to maximize their toxic potential.
  • Stealth: Characters skilled in stealth can carefully conceal and camouflage the traps, making them difficult to detect and increasing the chances of catching intruders by surprise.

Preparation: Preparing Contaminated Traps involves a combination of trap-setting expertise and the application of Grimroot poison. The process includes the following steps:

  • Trap Selection and Modification: Characters identify existing traps such as tripwires, pressure plates, or concealed blades. They modify these traps by enhancing their mechanisms or incorporating additional elements to make them more lethal.
  • Grimroot Poison Application: Characters carefully apply Grimroot poison to the modified traps, ensuring that the poison adheres to the triggering mechanisms or surfaces that come into contact with intruders. The concentration of the poison may vary based on the desired potency and the availability of Grimroot.
  • Concealment and Placement: Characters skillfully conceal the Contaminated Traps within the environment, considering factors such as line of sight, accessibility, and the likelihood of intruders encountering them. Proper camouflage and placement increase the effectiveness of the traps.

Cost: The cost of preparing Contaminated Traps depends on various factors, including the complexity of the traps, the availability of Grimroot, and the expertise required for their construction. For level one characters, the cost of setting up a small number of Contaminated Traps may range from 20 to 40 gold pieces.

Process:

  • Trap Identification: Characters locate or construct suitable traps that can be modified to incorporate the toxic effects of Grimroot.
  • Trap Modification: Existing traps are modified or enhanced to increase their lethality and ensure the effective delivery of Grimroot poison.
  • Grimroot Poison Application: Characters carefully coat or infuse the traps with Grimroot poison, taking precautions to avoid personal exposure.
  • Concealment and Placement: Traps are strategically placed in areas where intruders are likely to trigger them, employing camouflage techniques to make them difficult to detect.

Tags:

  • Toxicity: Contaminated Traps harness the toxic properties of Grimroot, inflicting poison upon those who trigger them.
  • Defensive Strategy: These traps serve as a defensive measure, protecting valuable locations, treasures, or areas of importance.
  • Lethal Deterrent: The poison-infused traps act as a deterrent, discouraging intruders or enemies from proceeding further and incapacitating or eliminating them.
  • Additional: Poisonous Mechanism, Trigger-Based Defense, Camouflaged Hazard, Area Denial, Tactical Ambush, Lethal Concealment, Ancient Craft, Precision Engineering, Environmental Hazard, Forbidden Knowledge

Contaminated Traps are typically encountered in environments where security is of utmost importance, such as ancient ruins, hidden vaults, or well-guarded fortresses. They are utilized by secretive organizations, wealthy individuals, or powerful entities seeking to protect their valuable assets or maintain control over forbidden areas. Adventurers may come across Contaminated Traps while exploring dangerous territories, attempting to infiltrate heavily guarded locations, or in their quest to acquire valuable artifacts or knowledge. Surviving encounters with these traps requires keen observation, careful planning, and skillful maneuvering to avoid triggering their deadly effects.

The sale of the Contaminated Traps recipe is generally limited to specialized black markets, underground networks, or secret societies that cater to individuals with nefarious intentions. Here’s more information on where, when, and how this recipe is sold, as well as the environments and applications associated with it:

Where: The recipe for Contaminated Traps is often sold in discreet locations known only to a select few. These could include clandestine alchemical shops tucked away in hidden corners of bustling cities, secret black market gatherings in remote locations, or within the confines of secretive guilds specializing in trap-making and poisoncraft. The recipe may be shared among individuals with specific affiliations or those who have proven their loyalty to the shadowy underworld.

When: The availability of the recipe for Contaminated Traps may be sporadic and heavily controlled due to its nature as a dangerous and potentially illegal item. It may be sold during specific events known only to those involved in the illicit trade. These events could include secret auctions, gatherings of trap-making experts, or clandestine meetings held during the cover of night.

How: Obtaining the recipe for Contaminated Traps can be challenging. Characters seeking to acquire it may need to establish connections with underground alchemical networks, gain the trust of experienced trap-makers, or prove their worth to secretive organizations specializing in poisons and traps. The recipe might be traded for valuable information, favors, or rare ingredients. Alternatively, characters may stumble upon the recipe hidden within forbidden tomes, stolen alchemical journals, or recovered from the possessions of deceased trap-makers.

Environment: Contaminated Traps find their use in various environments that require heightened security or protection against intruders. These environments can include:

  • Ancient Ruins and Tombs: Contaminated Traps are often encountered in ancient ruins and tombs where valuable artifacts, relics, or forbidden knowledge are safeguarded. Adventurers venturing into these treacherous locations may encounter traps left behind by ancient civilizations or contemporary trap-setters seeking to deter trespassers.
  • Secret Hideouts and Strongholds: Underground organizations, secretive societies, or powerful individuals with hidden agendas may employ Contaminated Traps in their hidden hideouts or fortified strongholds. These traps act as an additional layer of defense, ensuring the security of their secret operations or protecting their valuable possessions.
  • Dangerous Wilderness: In wild and untamed lands, where bandits, monsters, or rival factions roam, Contaminated Traps may be utilized to secure hidden encampments, valuable resource locations, or strategic chokepoints. They serve as a deterrent to unwelcome visitors and reinforce territorial claims.

Usage: The end results of using Contaminated Traps vary depending on the intentions and skill of the trap-setters. Some possible applications include:

  • Intruder Elimination: Contaminated Traps are strategically placed to incapacitate or eliminate intruders, protecting valuable assets or securing restricted areas. The poison-infused traps may cause immediate harm or induce a slow-acting toxin, giving the trap-setters an advantage in dealing with unwanted visitors.
  • Area Denial: By deploying Contaminated Traps in specific locations, individuals can effectively deny access to certain areas, forcing intruders to reconsider their approach or divert their path. The fear of encountering these deadly traps acts as a psychological deterrent, limiting unauthorized entry.
  • Defensive Strategy: Contaminated Traps complement existing security measures, providing an additional layer of defense against potential threats. They are often part of a broader security system that includes physical barriers, surveillance, and guard patrols.
  • Tactical Advantage: Characters with knowledge of Contaminated Traps can strategically use them during encounters with enemies or adversaries. By leading opponents into trap-laden areas, characters can exploit their enemies’ vulnerability and gain an upper hand in combat or escape situations.

It is important to note that the use of Contaminated Traps may be viewed as highly unethical or illegal in many jurisdictions. The characters should exercise caution and consider the potential consequences of employing such methods.

Poisoned Guardians

In the fogged age of stone and shadow, when the earth bore scars of gods and beasts, there were said to be sanctuaries where secrets slept. These places, hallowed and unyielding, were guarded not by men, but by the breath of Grimroot—a plant born of curses and nightfall. Its roots spread deep into the veins of the world, drawing poison from the soil and weaving it into leaves sharp as whispers.

The tale speaks of a tribe, their name long forgotten, tasked with protecting a relic forged in starlight and blood. Knowing men’s greed would bring ruin, they sought Grimroot in the darkest woods, a place where no light dared to linger. With hands wrapped in woven bark, they pulled the cursed plant from the ground and returned it to their sacred halls.

There, they fashioned traps that did not simply snare the body but poisoned the soul. Blades laced with Grimroot’s essence, concealed pits exhaling toxic vapors, and pressure plates hidden beneath moss were set to guard their treasure. It is said that those who dared tread near these sanctuaries found their breaths stolen, their veins aflame with shadows, and their bodies claimed by the forest.

The tribe’s craft grew legendary, and kings sought their aid in protecting vaults and fortresses. Yet, as the years turned to centuries, the tribe disappeared. Some say their own traps turned against them, claiming their lives in a bitter twist of fate. Others whisper that the Grimroot, hungering for its cursed soil, lured them into a deep, eternal sleep beneath the earth.

Moral: To wield poison as your shield is to sow a harvest of treachery, for no hand can plant danger without risking its own undoing.

Suggested conversions to other systems:

Call of Cthulhu (7th Edition)

Contaminated Trap

  • Type: Alchemical Hazard (Trap).
  • Skill Required: Mechanical Repair (60%) or Science (Chemistry) (50%).
  • Effect: Upon triggering, the trap releases Grimroot poison.
    • Targets in a 5-foot radius must make a CON roll:
      • Success: Take 1d4 damage and suffer mild nausea (-10% penalty to physical skills for 1d6 rounds).
      • Failure: Take 2d6 damage and become incapacitated for 1d4 rounds.
  • Trap Detection: Spot Hidden (Hard Success required).
  • Crafting Cost: $150 or 15 Mythos Points for materials.

Blades in the Dark

Contaminated Trap

  • Type: Poisonous Device (Single-use).
  • Tier Requirement: 2.
  • Effect: When triggered, the trap releases a toxic mist.
    • Any character within the area must resist using Prowess. On failure:
      • Take level 2 harm (Poisoned).
      • Suffer reduced Effect for all actions until healed.
  • Crafting Clock: 8-segment clock. Requires Grimroot and specialized trap-making tools.
  • Special Ability: If placed during a Flashback, the trap costs 2 Stress.

Dungeons & Dragons (5e)

Contaminated Trap

  • Type: Mechanical or Magical Trap (Consumable).
  • Level: Tier 1.
  • Effect: When triggered, the trap releases Grimroot poison.
    • Targets within a 10-foot radius must make a DC 13 Constitution saving throw:
      • Success: Take 2d6 poison damage.
      • Failure: Take 4d6 poison damage and become Poisoned for 1 minute.
  • Trap DC: 15 to detect; 15 to disarm.
  • Crafting Requirements: Proficiency in Thieves’ Tools or Alchemist’s Supplies, 50 gp in materials, and 2 hours of preparation time.

Knave

Contaminated Trap

  • Type: Hazardous Trap.
  • Effect: When triggered, releases a poisonous gas.
    • All within a 10-foot radius must make a WIL Save:
      • Success: Take 1d6 poison damage.
      • Failure: Take 2d6 poison damage and suffer a penalty (-2) to actions for 1d6 turns.
  • Weight: 1 Slot per trap.
  • Crafting: Requires Grimroot, tools, and 20 coins. Crafting takes 1 downtime action.

Fate Core

Contaminated Trap

  • Type: Hazardous Obstacle.
  • Aspects:
    • Laced with Shadow’s Poison
    • Hidden Sting of Grimroot
  • Effect: When triggered, the trap inflicts a condition such as Weakened by Toxins.
    • Overcome roll to avoid triggering the trap: Skill checks like Notice, Investigate, or Stealth depending on the context.
    • Consequence: Apply a situational aspect (Poisoned and Disoriented) to affected targets, costing them Fate Points to resist or remove.
  • Create Advantage: Clever placement or concealment can force intruders to expend additional effort or resources.

Numenera & Cypher System

Contaminated Trap

  • Level: 4 (Moderate Hazard).
  • Effect: When triggered, the trap releases a toxic cloud or injects poison.
    • Targets within immediate range must make a Might defense roll (Difficulty 4):
      • Success: Take 3 points of Speed damage.
      • Failure: Take 6 points of Speed damage and gain the Impaired condition for 10 minutes.
  • Crafting Requirements: Crafting the trap requires a difficulty 4 roll in Craft or Poison-related tasks and rare Grimroot materials.
  • GM Intrusion: The poison spreads to unintended areas, endangering allies or valuable resources.

Pathfinder (2e)

Contaminated Trap

  • Type: Mechanical or Magical Trap (Consumable).
  • Level: 3.
  • Price: 30 gp.
  • Effect: Upon activation, releases Grimroot poison.
    • Area of Effect: 10-foot burst.
    • Targets must make a DC 18 Fortitude save:
      • Success: Take 1d6 poison damage.
      • Failure: Take 2d6 poison damage and become Sickened 1 for 1 minute.
  • Detection and Disarming:
    • Perception DC: 16.
    • Thievery DC: 18 to disable.
  • Crafting Requirements: Proficiency in Crafting and access to Grimroot, costing 15 gp in raw materials.

Savage Worlds (Adventure Edition – SWADE)

Contaminated Trap

  • Type: Hazardous Trap.
  • Effect: Upon triggering, the trap releases Grimroot poison into the area (Small Burst Template).
    • Targets must make a Vigor roll:
      • Success: Take 1d6 poison damage.
      • Failure: Take 2d6 poison damage and suffer -2 to all rolls for the next 1d6 rounds.
  • Detection and Disarming: Notice roll (-2 penalty due to concealment).
    • Thievery roll to disarm at no penalty.
  • Crafting: Requires a successful Alchemy roll at -1 and Grimroot components. Crafting time: 1 hour.
  • Cost: 100 coins per trap.

Shadowrun (6th Edition)

Contaminated Trap

  • Type: Toxic Security Device (Trap).
  • Availability: 10R (Restricted).
  • Cost: 5,000¥.
  • Effect: When triggered, the trap releases a Grimroot-based toxin.
    • Area: 3-meter radius.
    • Targets must make a Body + Willpower (3) test:
      • Success: Take 2S (Stun damage).
      • Failure: Take 5P (Physical damage) and suffer -2 dice to all physical actions for 10 Combat Turns.
  • Detection: Electronics + Perception (2) to detect.
  • Disarm: Engineering or Hacking test (threshold 3).

Starfinder

Contaminated Trap

  • Item Level: 4.
  • Price: 1,500 credits.
  • Effect: When triggered, the trap releases a poisonous cloud.
    • Area of Effect: 15-foot radius.
    • Targets must make a DC 16 Fortitude save:
      • Success: Take 1d6 poison damage.
      • Failure: Take 3d6 poison damage and become Fatigued for 1 minute.
  • Detection: Perception DC 18.
  • Disarm: Engineering DC 16.
  • Crafting Requirements: Engineering skill and Grimroot components.

Traveller (Mongoose 2nd Edition)

Contaminated Trap

  • Tech Level: 10.
  • Cost: Cr5,000 per trap.
  • Effect: The trap releases a toxic gas or injects a venomous dose upon activation.
    • Targets must make an Endurance check (Difficulty 10):
      • Success: Take 1d6 damage.
      • Failure: Take 2d6 damage and suffer -1 DM to all physical actions for 1d6 hours.
  • Detection and Disarming:
    • Detection: Recon (Average 8+).
    • Disarming: Mechanic or Engineer (Difficulty 10).

Warhammer Fantasy Roleplay (4th Edition)

Contaminated Trap

  • Type: Poisoned Trap (Single-use).
  • Encumbrance: Negligible.
  • Cost: 12 Silver Shillings.
  • Effect: Upon activation, the trap releases Grimroot poison.
    • Area: 5 yards.
    • Targets must make a Challenging (+0) Endurance Test:
      • Success: Take 4 Wounds.
      • Failure: Take 8 Wounds and suffer the Poisoned condition for 1d10 rounds.
  • Detection: Perception Test at -10.
  • Disarming: Trade (Engineering) or Trade (Alchemy) Test at +0 Difficulty.