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COMPLEX TRAPS                                         RUNNING A  COMPLEX TRAP
                                                                 A complex trap functions in play much like a legendary
           A complex trap poses multiple dangers to adventurers.
                                                                 monster. When it is activated, the trap's active elements
           After a complex trap activates, it remains dangerous
           round after round until the characters avoid it or disable   act according to its initiative. On each of its initiative
                                                                 counts, after all creatures with that same initiative count
           it. Some complex traps become more dangerous over
                                                                 have acted, the trap's features activate. Apply the effects
           time, as they accumulate power or gain speed.
                                                                 detailed in the trap's description.
             Complex traps are also more difficult to disable than   After resolving the effects of the trap's active elements,
           simple ones. A single check is not enough. Instead, a se-  check its dynamic elements to see if anytrung changes
           ries of checks is required to s lowly disengage the trap's
                                                                 about the trap. Many complex traps have effects that
           components. The trap's  effect degrades with each suc-
                                                                 vary during an encounter. A magical aura might do more
           cessful check until the characters finally deactivate it.
                                                                 damage the longer it is active, or a swinging blade might
             Most complex traps are designed so that they can be
           disarmed only by someone who is exposed to the trap's   change which area of a chamber it attacks.
                                                                   The trap's constant elements a llow it to have effects
           effect. For example, the mechanism that controls a  hall-
                                                                 when it isn't the trap's  turn. At the end of each creature's
           way filled with scything blades is on the opposite end
                                                                 turn, look at the trap's constant elements to see if any of
           from the entrance, or a statue that bathes an area in ne-
                                                                 their effects are triggered.
           crotic energy can be disabled only by someone standing
           in the affected area.                                 EXPERIENCE FOR COMPLEX TRAPS
                                                                 Overcoming a complex trap merits an experience point
           DESCRIBING A  COMPLEX TRAP
                                                                 award, depending on the danger it poses.judging
           A complex trap has all the elements of a simple trap,   whether a  party has overcome a  trap requires some
           plus special characteristics that make the trap a  more
                                                                 amount of adjudication. As a rule of thumb, if the char-
           dynamic threat.
                                                                 acters disable a complex trap or are exposed to its ef-
             Level and Threat. A complex trap uses the same level
                                                                 fects and survive, award them experience points for the
           and severity designations that a simple trap does.    effort according to the table  below.
             Trigger. Just like a simple trap, a complex trap has a
           trigger. Some complex traps have multiple triggers.
                                                                 COMPLEX TRAP  EXPERIENCE AWARDS
             Initiative. A complex trap takes turns as a creature
           does, because it functions over a  period of time. Thjs   Trap Level   Experience Points
           part of a trap's description tells whether the trap is slow   1-4        650
           (acts on initiative count 10), fast (acts on initiative count   5-10     3,850
           20), or very fast (acts on initiative count 20 and also ini-  11-16     11,100
           tiative count 10). A trap always acts after creatures that   17-20      21,500
           have the same initiative count.
             Active Elements. On a  trap's turn, it produces specific
                                                                 EXAMPLE COMPLEX TRAPS
           effects that are detailed in this part of its description.
           The trap might have multiple active elements, a  table   The following complex traps can be used to challenge
           you roll on to determine its effect at random, or options   characters or to inspire your own creations.
           for you to choose from.
                                                                 PATH OF BLADES
             Dynamic Elements. A dynamic element is a threat
                                                                 Complex trap (level 1-4, dangerous threat)
           that arises or evolves while the trap functions. Usually,
           changes involving dramatic elements take effect at the   Hidden within a  buried pyramid that marks the location
           end of each of the trap's turns or in response to the char-  of the Lost City of Cynidicea is the tomb of King Alexan-
           acters' actions.                                      der and Queen Zenobia. The entrance to their tomb is a
             Constant Elements. A complex trap poses a threat    long hallway riddled with traps, accessible only by cun-
           even when it is not taking its turn. The constant ele-  ningly hidden secret doors. The hallway is 20 feet wide
           ments describe how these parts of the trap function.   and 160 feet long. It is mostly clear. After 80 feet, the
           Most make an attack or force a saving throw against any   floor is broken and cracked, becoming difficult terrain
           creature that ends its turn within a certain area.    until the 130-foot mark.
            Countermeasures. A trap can be defeated in a variety   Trigger. This trap activates as soon as a non-undead
           of ways. A trap's description details the checks or spells   creature enters the hallway, and it remains active while
           that can detect or dfaable it. It also specifies what hap-  any non-undead creature is within the hall.
           pens, if anything, on a failed attempt to disable it.   Initiative. The trap acts on initiative count 20 and ini-
            Disabling a complex trap is like disarming a simple   tiative count 10.
           trap, except that a complex trap requires more checks.   Active Elements. The Path of Blades includes a set of
           It typically takes three successful checks to disable   whirling blades along the first 80 feet of the trap, crush-
           one of a complex trap's elements. Many of these traps   ing pillars that slam down from the ceiling to the floor
           have multiple elements, requiring a lot of work to shut   before rising back up to the ceiling in the next 50 feet,
           down every part of the trap. Usually, a successful check   and a  rune of fear in its final 30 feet.
           reduces a trap element's effectiveness even if it doesn't
                                                                  Whirling Blades (Initiative 20). The blades attack
           disable the trap.
                                                                    each creature in the first 80 feet of the hallway, with

           CHAPTER 2  I DUNGEON  MASTER'S TOOLS
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