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characters notice it. After that, they can simply walk
           TRIGGERS
           A trigger is the circumstance that needs to take place to   around it, or they can climb down one side, walk across
           activate the trap.                                   the bottom of  the pit, and climb up the other side.
            Decide what causes the trap to activate and determine   Once you determine how a trap can be disarmed or
           how the characters can find the trigger. Here are some   avoided, decide the appropriate ability a nd skill com-
                                                                binations that characters can use. A Dexterity check
           example triggers:
                                                                us ing thieves' tools, a Strength (Athletics) check, and an
            A pressure plate that, when it is stepped on, acti-  Intelligence (Arcana) check are all commonly used for
            vates the trap                                      this purpose  .
           •  A trip wire that springs a  trap when it is broken, usu-  A Dexterity check using thieves' tools can apply to any
            ally when someone walks through it                  trap that has a  mechanical element. Thieves' tools can
           •  A doorknob that activates a trap when it is turned   be used to disable a trip w ire or a pressure plate, disas-
            the wrong way                                       semble a poison needle mechanism, or clog a valve that
           •  A door or chest that triggers a trap when it is opened
                                                                leaks poisonous gas into a  room.
           A trigger usually needs to be hidden to be effective. Oth-  A Strength check is often the  method for thwarting
           erwise, avoiding the trap is usually easy.           traps that can be destroyed or prevented from operating
            A trigger requires a Wisdom (Perception) check if   through the use of brute force. A scything blade can be
           s imply spotting it reveals its nature. The characters can   broken, a s liding block can be held in place, or a net can
           foi l a pit trap hidden by a  leaf-covered net if they s pot the   be torn apart.
           pit through a gap in the leaves. A trip wire is foiled if it is   A magic trap can be disabled by someone who can
           spotted, as is a  pressure plate.                    undermine the  magic used to power it. Typically, a suc-
            Other traps  require careful inspection and deduction   cessfu l Intelligence (Arcana) check enables a character
           to notice. A doorknob opens a door when turned to the   to figure out how a magic trap functions and how to ne-
           left, but activates a trap when turned to the right. Such a   gate its effect. For instance, the character could discover
           subtle  trap requires a successful Intelligence (Investiga-  that a statue that belches a jet of magical flame can be
           tion) check to notice. The trigger is obvious. Understand-  disabled by s hattering one of its glass eyes.
           ing its nature  is not.                                Once you k now what kind of check is called for, you
            The DC of the check,  regardless of its type, depends   then determine what happens on a failed attempt to dis-
           on the s kill and care taken to conceal the trap. Most   able the trap. Depending on the kind of check involved
           traps can be detected with a successful DC 20 check,   and the nature of the trap, you might determine that any
           but a crudely made or hastily built trap has a DC of 15.   failed check has negative consequences- usually involv-
           Exceptionally devious traps might have a DC of  25.   ing the triggering of the trap. At other times, you could
            You must then put some thought into what the char-  assign a number that the check must exceed to prevent
           acters learn with a successful check. In most cases, the   the trap from going off. If  the total of the check is equal
           check reveals the trap. In other cases, it uncovers clues,   to or lower than that number, the trap activates.
           but foiling the trap still requires some deduction. The
           characters might succeed on the check but still trigger   PLACING A  SIMPLE TRAP
           the trap if they don't unders tand what they have learned.   Context and environment a re critical when it comes
                                                                to properly locating a trap. A swinging log trap that's
           EFFECTS                                               meant to knock characters aside is a  mere inconve-
           Designing a  trap's effects is a straightforward process.   nience on a typical forest path, where it can be easily
           The  tables for saving throw DCs, attack bonuses, dam-  circumvented. But it's a potentially deadly hazard on a
           age, and the like give you a starting point for most sim-  narrow trail that hugs the s ide of  a  towering cliff face.
           ple traps that deal damage.                            Choke points and narrow passages that lead to im-
            For traps with more complex effects, your best s tart-  portant places in a dungeon a re good spots for traps,
           ing point is to use the Spell Equivalent by Level table to   especially those that serve as alarms or restraints. The
           find  the best match for your trap's intended effect. Spells   goal is to foil or delay intruders before they can  reach a
           are a good starting point because they are compact   critical location, giving the dungeon's denizens a chance
           pieces of game design that deliver specific effects.   to mount a defense or a counterattack.
            If  you are us ing a spell  as a starting point, check to see   A treasure chest, a door leading to a vault, or any other
           if  you need to tweak its effects to fit the trap's nature. For   obstacle  'or container that bars the way to a valuable
           instance, you can easily change the damage type a spell   treasure is the  ideal location for a slaying trap. In s uch
           delivers or the saving throw it requires.             instances, the trap is the last line of defense against a
                                                                 thief or intruder.
           DISARMING  A  SIMPLE TRAP                              Alarm traps, since they pose no direct physical
           Only one successful ability check is required to disarm   threat, are appropriate for areas that are also used by
           a s imple trap. Imagine how your trap operates, and then   a dungeon's denizens-assuming the residents know
           think about how the characters could overcome it. More   about the trap and how to avoid setting it off. Accidents
           than one kind of ability check might be possible. S ome   can happen, but if  a goblin stumbles inside its den and
           traps are so poorly concealed that they can be discov-  activates an alarm trap, there's no real harm done. The
           ered or circumvented without active effort. For instance,   alarm sounds, the guards arrive, they punish the clumsy
           a hidden pit trap is effectively disarmed as soon as the   goblin, and they reset the trap.


                                                                               CHAPTER 2  I DUNC  EON  MASTER'S TOOLS
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