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MAKING TRAPS  MEANIN G FUL                          FALLING PORTCULLIS
              If you want to improve the chance that the characters will   Simple trap (Jevel 1- 4, moderate threat)
              come up against the traps you've set for them in an en-  Some folk who build dungeons, such as mad wizards
              counter or an adventure, it can be tempting to use a large   in search of new victims, have no intention of allowing
              number of traps. Doing so ensures that the characters will
              have to deal with at least one or two of them, but it's better   their visitors to make an easy escape. A falling portcullis
                                                                  trap can be especially devious ii it causes a portcullis
              to fight that urge.
                If your encounters or adventures are sown with too   to drop some distance away from the pressure plate
              many traps, and if the characters are victimized over and   that activates the trap. Although the trap is deep in the
              over again as a result, they are likely to take steps to pre-  dungeon, the portcullis closes off the dungeon entrance,
              vent further bad things from  happening. Because of their   which is  hundreds of feet away, meaning that adventur-
              recent experience, the characters can become overly cau-  ers don't know they are trapped until they decide to head
              tious, and you  run  the risk of the action grinding to a halt
                                                                  for the exit.
              as the players search every square inch of the dungeon for   Trigger. A creature that steps on the pressure plate
              trip wires and pressure plates.
               Traps are most effective when their presence comes as a   triggers the trap.
                                                                   Effect. An iron portcullis drops from the ceiling,
              surprise, not when they appear so often that the characters
              spend all their effort watching out for the next one.   blocking an exit or a passageway.
                                                                   Countermeasures. A successful DC 20 Wisdom (Per-
                                                                  ception) check reveals the pressure plate. A successful
            EXAMPLE SIMPLE TRAPS
                                                                  DC 20 Dexterity check using thieves' tools disables it,
            The following simple traps can be used to populate your   and a check with a total of 5 or lower triggers the trap.
            adventures or as models for your own creations.
                                                                  FIERY BLAST
            BEAR TRAP                                             Simple trap (level 5- 10, dangerous threat)
            Simple trap (level 1- 4, dangerous threat)
                                                                  The temple of Pyremius, a god of fire, is threatened by
            A bear trap resembles a set of iron jaws that springs   thieves who seek to steal the fire opals displayed there
            shut when stepped on, clamping down on a creature's   by the priests in tribute to their god. A mosaic on the
            leg. The trap is spiked in the ground, leaving the victim   floor of the entryway to the inner sanctum delivers a
            immobilized.                                          fiery rebuke to intruders.
              Trigger. A creature that steps on the bear trap      Trigger. Anyone who steps on the mosaic causes fire
            triggers  it.                                         to erupt from it. Those who openly wear holy symbols of
             Effect. The trap makes an attack against the trigger-  Pyremius don't trigger this trap.
            ing creature. The attack has a +8 attack bonus and deals   Effect. A 15-foot cube of fire erupts, covering the pres-
            5 (ldlO) piercing damage on a hit. This attack can't gain   sure plate and the area around it. Each creature in the
            advantage or disadvantage. A creature hit by the trap   area must make a DC 15 Dexterity saving throw, taking
            has its speed reduced to 0. It can't move until it breaks   24 (7d6) fire damage on a failed save, or ha lf as much
            free of the trap, which requires a s uccessful DC 15   damage on a s uccessful one.
            Strength check by the creature or another creature adja-  Countermeasures. A successful DC 15 Wisdom
            cent to the trap.                                     (Perception) check reveals the presence of ash and faint
              Countermeasures. A successful DC 10 Wisdom          burn marks in the area affected by this trap. A success-
            (Perception) check reveals the trap. A s uccessful DC 10   ful DC 15 Intelligence (Religion) check enables a crea-
            Dexterity check using thieves' tools disables it.     ture to destroy the trap by defacing a key rune on the
                                                                  perimeter of the mosaic that is within reach; failing this
            CROSSBOW TRAP                                         check causes the trap to activate. A successful dispel
            Simple trap (Jevel l -4, dangerous threat)            magic (DC 15) cast on the runes destroys the trap.
            The crossbow trap is a favorite of kobolds and other
            creatures that rely on traps to defend their lairs. It   NET TRAP
            consists of a trip wire strung across a hallway and con-  Simple trap (level l-4, dangerous threat)
            nected to a pair of hidden heavy crossbows. The cross-  Goblins, with their propensity to enslave their enemies,
            bows are aimed to fire down the hallway at anyone who   prefer traps that leave intruders intact so the victims can
            disturbs the trip wire.                               be put to work in the mines or elsewhere.
              Trigger. A creature that walks through the trip wire
            triggers the trap.
             Effect. The trap makes two attacks against the trig-
            gering creature. Each attack has a +8 attack bonus and
            deals 5 (ldlO) piercing damage on a hit. This attack
            can't gain advantage or disadvantage.
             Countermeasures. A s uccessful DC 15 Wisdom
            (Perception) check reveals the trip wire. A successful
            DC 15 Dexterity check using thieves' tools disables the
            trip wire, and a check with a total of 5 or lower trig-
            gers the trap.



            CHAPTER 2  I DUNGEON  MASTER' S TOOLS
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