I'll answer this PM here just so its easier to discuss and get Ameena to weigh in.
Meri:
Probably a really good time to ask this...
What exactly can I make with that Trap Making Kit in my inventory?
Can I make things that go boom? :)
Or tripwires on the ford that shower folks with poisoned darts or something? ;)
Well you've maybe missed the opportunity to trap the ford (this time around... :D ) but certainly you can trap other places if you want to go all urban combat on these guys and lure them in to traps.
The trap making kit is vague as its usually used to power a trapsmith's traps (its a theme, they get some encounter powers like you get artificer stuff). I thought Thievery covered making traps once you'd disabled a trap, but that seems to be missing in 4th edition or I'm not finding the section. Will check again.
In your case I reckon the trap making kit only contains the precision tools to make fiddly parts, and some amount of things like spring, etc. that you couldn't readily find otherwise.
So you'd need other materials, like for going boom you'd need something boom worthy from elsewhere. Luckily your are in a forge and near an inn to macguyver some stuff if you like. Spirits or unstable elements or even you acid vials!
I will say you can make a basic trap in around 10 minutes for a DC 15 Thievery check. The trap will be a one use, occupy one square, and have a DC15 for being spotted. It will attack using your int modifier (+3) vs reflexes, and do 1d6 plus your int modifier damage (+3 again).
You can raise the DC by 5 to add a second non-lethal effect, a second use, make it +5 harder to spot, increase the damage die by one level, or lower the construction time by 5 minutes.
To give you an easier second set of options, I'll also let you make non-lethal traps that take only 5 minutes, for a DC 10 check. Note increasing the DC reduces the time to 1 minute for this type of trap.
A basic non-lethal effect you can use be daze (save ends), slow (Save ends), or knock prone.
If a second person helps, the DC gets lowered by 5. You can't reduce the DC below 10/15 for non-lethal/lethal traps, but that means you can reduce the time at least, or add another
If you fail a check by more than 5, you'll know the trap isn't likely to work how you want it. And if you fail by more than 10 it will just not work. If you fail by less than 5, you won't know the trap isn't complete. It may still have an effect, but might do less damage, or have a chance of not springing, or be easier to spot (random)
How does all that sound? Fair? Too complicated? I think in a different game this would be the system I'd push for, but maybe since I don't think you guys will abuse trap making (or be near sources of items, NPCs and surroundings like this again) we can maybe just go with the rule of cool/ fun and say that if you come up with something fun go with it?