Trapped Field
A dozen hunting traps have been strewn about the area and hastily concealed beneath straw.
Toothed Snares. A creature that triggers a hunting trap makes a Dexterity saving throw or it takes 5 (2d4) piercing damage and stops moving. On a failed save, until the creature breaks free of the trap its movement is halved (unlike normal because it is not anchored to anything). A creature can use its action to make a Strength check, freeing itself or another creature within its reach on a success. Each failed check deals 2 (1d4) piercing damage to the trapped creature.
Trap. This trap can be detected by a passive Perception of 12 to notice metal contraptions beneath the straw. If the trap is not detected, it automatically triggers a critical failure.
A group Perception check is made to safely move around the hunting traps. Alternatively, a thieves’ tools check disables a trap.
Critical Failure: Each adventurer sets off a hunting trap and while escaping suffers a level of fatigue .
Failure: Each adventurer that failed sets off a hunting trap.
Success: The adventurer evades or dismantles enough hunting traps to pass through.
Critical Success: The party evades or dismantles the hunting traps (page 329 in Adventurer’s Guide), recovering a number equal to the number of adventurers.