You can always contact us for any return question at and issues Items sent back to us without first requesting a return will not be accepted. To start a return, you can contact us at If your return is accepted, we’ll send you a return shipping label, as well as instructions on how and where to send your package. ![]() You’ll also need the receipt or proof of purchase. To be eligible for a return, your item must be in the same condition that you received it, unworn or unused, with tags, and in its original packaging. If 30 days have gone by since your purchase, unfortunately we can’t offer you a refund or exchange. In the case of defective product, please get in touch with us with 30 days. ![]() It is our intent to work within this license in good faith.We do not offer Returns or Refunds except in the case of defective product. If you see any page that contains SRD material and does not show this license statement, please contact an admin so that this license statement can be added. To distinguish it, these items will have this notice. It is covered by the Open Game License v1.0a, rather than the GNU Free Documentation License 1.3. This is part of the 5e System Reference Document. In that case, anyone taking piercing damage from the spikes must also make a DC 13 Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one.īack to Main Page → 5e System Reference Document → Traps Open Game Content ( place problems on the discussion page). ![]() Even nastier versions have poison smeared on the spikes. A creature falling into the pit takes 11 (2d10) piercing damage from the spikes, in addition to any falling damage. This pit trap is a simple, hidden, or locking pit trap with sharpened wooden or iron spikes at the bottom. In some cases, a mechanism (usually hidden behind a secret door nearby) opens the pit. A character in the pit can also attempt to disable the spring mechanism from the inside with a DC 15 Dexterity check using thieves' tools, provided that the mechanism can be reached and the character can see. After a creature falls into the pit, the cover snaps shut to trap its victim inside.Ī successful DC 20 Strength check is necessary to pry the cover open. This pit trap is identical to a hidden pit trap, with one key exception: the trap door that covers the pit is spring-loaded. The cover can also be magically held shut using the arcane lock spell or similar magic. Once the pit trap is detected, an iron spike or similar object can be wedged between the pit's cover and the surrounding floor in such a way as to prevent the cover from opening, thereby making it safe to cross. The pit is usually 10 or 20 feet deep but can be deeper. When a creature steps on the cover, it swings open like a trapdoor, causing the intruder to spill into the pit below. ![]() A successful DC 15 Intelligence ( Investigation) check is necessary to confirm that the trapped section of floor is actually the cover of a pit. This pit has a cover constructed from material identical to the floor around it.Ī successful DC 15 Wisdom ( Perception) check discerns an absence of foot traffic over the section of floor that forms the pit's cover. Anyone stepping on the cloth falls through and pulls the cloth down into the pit, taking damage based on the pit's depth (usually 10 feet, but some pits are deeper). The hole is covered by a large cloth anchored on the pit's edge and camouflaged with dirt and debris. A simple pit trap is a hole dug in the ground. This material is published under the OGL 1.0a.
0 Comments
Leave a Reply. |