Weapon | Price | Weight | Length | Space req. | Speed factor | Damage, S-M | Damage, L | 10 | 9 | 8 | 7 | 6 | 5 | 4 | 3 | 2 |
Caltrop1 | 2 cp | 0.5 | 4" | - | - | 1-4 | 1-4 | - | - | - | - | - | - | - | - | - |
1 see text for description of weapon
CALTROP: The caltrop is a specially crafted
set of metal
spikes used to impair an opponent's movement.
The spikes on a
caltrop are set in a tetrahedral pattern,
so that when a caltrop is
tossed on the ground one spike will always
point up. Caltrops
are scattered in the enemy's path, and
when so scattered require
the foe to slow down or stop and pick out
a caltrop-free
path, or have their foot/feet come down
on an unseen spike.
For eah caltrop dropped in a 5-foot-square
area, there is a
5% chance that an individual not on the
alert for such hazards
will step on it. This chance is cumulative,
so if a party being
chased through a dungeon corridor 5 feet
wide stops to drop 20
caltrops in a 5-foot length of hallway,
it is 100% likely that their
pursuer(s) will step on at least 1 of the
dropped caltrops.
The spikes will always do damage on a successful
"hit."
although this damage is adjusted by the
footwear of the person
or creature stepping on the caltrop. Those
weaing no footwear
of any type will take normal damage plus
1 point for each
caltrop trod upon; those wearing soft leather
boots will take
normal damage for caltrops traversed; and
those wearing thick
sandals or hard leather boots will subtract
1 point of damage
done by any caltrops they happen to encounter
(with a minimum
of 1 point of damage taken on any single
"hit"). Magic
boots (such as Boots of Elvenkind) which
are made of soft
leather should be treated as hard leather
for purposes of determining
damage, and any magical boots of hard leather
will
enable the wearer to walk on a caltrop
and take no damage (as
long as the person doesn't do something
foolish like trying to
jump up and down on hte things in rapid
succession, which
tends to impale the footsies). To completely
avoid a chance of
receiving damage, it is required that a
gruop passing the
caltrop-strewn area stop and select a safe
path, a process
which requires 1 round for each 10-foot-square
area passed
through (with a minimum expenditure of
1 round in any case).
Characters who want to toss caltrops all
over the dungeon
should be allowed to do so, with a time
requirement of 2-5
segments for each 10-foot-square-area so
trapped (with a minimum
time of 1 full segment for a 5-foot-square
area). It
shouldn't be too difficult for the DM to
keep such activity in
check, considering the encumbrance value
of each one of
these 4-inch-tall-weapons. The DM may wish
to stipulate that
special precautions be taken to prevent
carried caltrops from
puncturing packs. (It could be amusing
to watch an unwary
party turn to flee and tromp all over their
own caltrops that have
fallen through the new holes in the backpacks).
by Randy Bowman
New Weapons | Equipment | - | Dragon #61 | Dragon magazine |