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These are the most common traps in use.

Blob[]

These traps deal acid damage (reflex vs half damage)

Trap traits
Strength Damage Save vs half Effect Save vs effect
Minor 2d6 12 None None
Average 7d6 16 None None
Strong 13d6 20 None None
Deadly 20d6 24 None None

Bludgeoning[]

These traps deal bludgeoning damage (reflex vs half damage) and Knockdown (reflex to avoid)

Trap traits
Strength Damage Save vs half Effect Save vs effect
Minor 2d4 12 2 rounds 12
Average 7d4 16 3 rounds 16
Strong 13d4 20 4 rounds 20
Deadly 20d4 24 5 rounds 24

Cloud[]

These traps deal no damage but create a Confusion cloud with a 10m radius (will to avoid)

Trap traits
Strength Damage Save vs half Effect Save vs effect
Minor None None 3 rounds 11
Average None None 5 rounds 15
Strong None None 7 rounds 19
Deadly None None 9 rounds 23


Electrical[]

These traps deal electrical damage (reflex vs half damage) and Stun creatures within a 7.5m radius (will to avoid)

Trap traits
Strength Damage Save vs half Effect Save vs effect
Minor 1d4 17 1 round 14
Average 4d4 21 2 rounds 18
Strong 8d4 25 3 rounds 22
Deadly 14d4 29 4 rounds 26

Fire[]

These traps deal fire damage (reflex vs half damage) and inflict a Skill Penalty on creatures within a 4m radius (fortitude to avoid)

Trap traits
Strength Damage Save vs half Effect Save vs effect
Minor 2d4 14 2 points, 5 rounds 14
Average 7d4 18 4 points, 2 turns 18
Strong 13d4 22 5 points, 10 turns 22
Deadly 20d4 26 6 points, permanent 26

Frost[]

These traps deal cold damage (reflex vs half damage) and Paralysis (fortitude to avoid)

Trap traits
Strength Damage Save vs half Effect Save vs effect
Minor 1d6 12 1 round 12
Average 4d6 16 2 rounds 16
Strong 8d6 20 2 rounds 20
Deadly 12d6 24 3 rounds 24

Holy[]

These traps deal divine damage on creatures within a 2.5m radius (no save). Against evil outsiders, the damage die increases from d4 to d8. Against undead, the damage die increases from d4 to 2d8.

Trap traits
Strength Damage Save vs half Effect Save vs effect
Minor 1d4 None None None
Average 4d4 None None None
Strong 8d4 None None None
Deadly 14d4 None None None

Magic[]

These traps deal magical damage (no save) and inflict Spell Failure (reflex to avoid)

Trap traits
Strength Damage Save vs half Effect Save vs effect
Minor 1d4 None 15%, 3 rounds 12
Average 4d4 None 15%, 5 rounds 16
Strong 8d4 None 20%, 7 rounds 20
Deadly 14d4 None 25%, 10 rounds 24

Negative[]

These traps deal negative damage (no save) and inflict either Strength or Level Drain (fortitude to avoid)

Trap traits
Strength Damage Save vs half Effect Save vs effect
Minor 1d4 None 1 STR, 10 turns 10
Average 4d4 None 1 STR, permanent 14
Strong 8d4 None 2 STR, permanent 18
Deadly 14d4 None 1 Level, permanent 22

Poison[]

These traps deal no damage but create a Poison Gas cloud with a 10m radius (fortitude to avoid). The type of poison and its DCs vary, but are commonly as listed.

Trap traits
Strength Damage Save vs half Effect Save vs effect
Minor None None DEX (2d2, 2d3) 12
Average None None CON (2d2, 2d4) 14
Strong None None CON (2d4, 2d6) 18
Deadly None None CON (2d4, 2d6) 22

Shrieking[]

These traps deal sonic damage (reflex vs half damage) and inflict Fear (will to avoid)

Trap traits
Strength Damage Save vs half Effect Save vs effect
Minor 1d6 14 2 rounds 10
Average 4d6 18 4 rounds 14
Strong 8d6 22 6 rounds 18
Deadly 12d6 26 8 rounds 22

Sonic[]

These traps deal sonic damage (reflex vs half damage) and inflict Deafness on all creatures within a 2m radius (will to avoid)

Trap traits
Strength Damage Save vs half Effect Save vs effect
Minor 1d10 15 3 rounds 12
Average 4d10 19 6 rounds 16
Strong 7d10 23 3 turns 20
Deadly 11d10 27 permanent 24

Spike[]

These traps deal piercing damage (reflex vs half damage) and inflict Disease (fortitude to avoid)

Trap traits
Strength Damage Save vs half Effect Save vs effect
Minor 1d8 8 Varies Varies
Average 4d8 12 Varies Varies
Strong 8d8 16 Varies Varies
Deadly 12d8 20 Varies Varies

Splash[]

These traps deal acid damage (reflex vs half damage) and inflict Blindness (reflex to avoid)

Trap traits
Strength Damage Save vs half Effect Save vs effect
Minor 1d8 13 3 rounds 13
Average 4d8 17 6 rounds 17
Strong 8d8 21 3 turns 21
Deadly 12d8 25 10 turns 25

Tangle[]

These traps deal no damage but inflict Slow on all creatures within a 10m radius (reflex to avoid). In addition, the creature triggering the trap is Entangled (no save).

Trap traits
Strength Entanglement Save Effect Save vs effect
Minor 2 rounds None 5 rounds 14
Average 3 rounds None 10 rounds 18
Strong 4 rounds None 2 turns 22
Deadly 5 rounds None 3 turns 26

Wounding[]

These traps deal slashing damage (reflex vs half damage) and inflict Wounding (reflex to avoid)

Trap traits
Strength Damage Save vs half Effect Save vs effect
Minor 2d6 12 1 HP/round 12
Average 7d6 16 1 HP/round 16
Strong 13d6 20 2 HP/round 20
Deadly 20d6 24 3 HP/round 24

Notes[]

Many of these traps allow an initial Reflex save vs half damage and a second save vs a special effect. If no damage is taken due to successful use of Evasion, the secondary effect is avoided. If partial damage is taken (due to a successful save without Evasion, or a failed save with Improved Evasion), the DC of the secondary effect is lowered by 2.