I realize this is early, but last time I scheduled a post with this new Blogger setup it didn't post on time, so I figure I'll give them another week to work the kinks out before giving it a try. This trap write-up is longer than I'd like for such a simple trap; I'm not sure whether that's just because I'm tired or not. Oh well.
6: Ranged Attack
16: Magical Proximity Trigger
12: THAC0 14 (+6 to hit)
5: 1d8 Damage
Description: Over the entrance to Kobold territory in a dungeon, there is set a small sapphire surrounded by 10 oval holes that are about 4 centimeters across at their narrowest. When any non-Kobold approaches within a meter or so of the entrance, a spear (+6 to hit, 1d8 dmg) shoots out of one of the ovals (which are really cylindrical shafts for the spears, but are tilted down to hit targets below them). Each of the 10 shafts contains a spear, so the trap will fire again and again as more non-kobolds come within range. Unless a victim moves quickly, more spears will fire. When Kobolds are within 20 meters (the room this trap is found in) the trap does not activate. Kobolds periodically check on the trap, resetting it by feeding spears back into the ovals and cranking the sapphire with a special tool to keep the energy level up.
Detection: Kobolds are an enthusiastic lot, so, out of excitement and a desire to be emphatic, rather than any real malice, they have filled this room with all sorts of warnings against going any further and trespassing into their territory; this includes banners, signs, graffiti, heads and bodies of previous trespassers impaled on spikes or hung from the ceiling, etc. The comparatively small and subtle trap, then, should not be automatically announced to players who do not state that they examine the exit of this room that leads to Kobold territory, as those who do not specifically examine this doorway will miss the sapphire and holes amid the gaudy, over-the-top, harmless dressing of the room. A merciful referee may allow a passive check or saving throw to notice the trap before it goes off. Spells such as Detect Magic will find this trap with no problem.
Disarming: Once detected, this trap may be smashed to pieces or Dispel Magic may be cast upon it. Magic holds the spears in place, so if the trap is in any way destroyed to the degree that the magic fails, the spears will slide out; they are no longer magically aimed and propelled, so they now attack at +0 and do only 1d4 damage. There are, however, 10 of them unless some have already been fired. Clogging the holes, capturing a kobold to be on hand and removing all the spears are other possible means to bypass or disarm the trap. Stolen spears will be replaced by the Kobolds the next time they check the trap. If removed, the sapphire is worth 300 gp.
Designer: This trap is both uncharacteristic of the enthusiastic nature of Kobolds and beyond this tribe's capabilities. A captured magic-user bought his freedom by creating this trap for his captors and teaching them how to maintain it.