Page 122 - DnD 5e - Xanathar's Guide to Everything
P. 122

Disable the Statues. A statue can be disabled by     Think of your map like a script. Where do the charac-
               blocking the flow of gas from its mouth. Heavily   ters want to go? What does the trap protect? How can
               damaging a statue is a bad idea, for doing so leaves   the characters get there? What are their likely escape
               the gas vents open. Reducing a statue to 0 hit points   routes? Answering these questions tells you where the
               (AC 17; 20 hp; resistance to fire, piercing, and   trap's various elements should be placed.
               s lashing damage; immune to poison and psychic
               damage) or making a successful DC 20 Strength     ACTIVE ELEMENTS
               check to break it cracks the statue and increases the   A complex trap's active elements work the same way as
               Poison Gas damage by 5 (ldlO). A successful DC 20   a simple trap's effects, except that a complex trap acti-
               Dexterity check using thieves' tools, or a successful   vates in every round. Otherwise, the guidelines for pick-
               DC 15 Strength check made to block up the statue   ing saving throw DCs, attack bonuses, and damage are
               with a cloak or similar object, decreases the poison   the same. To make your trap logically consistent, make
               damage by 5 (ldlO). Once a character succeeds on   sure the elements you design can activate each round.
               the check, someone must remain next to the statue   For instance, ordinary crossbows rigged to fire at the
               to keep it blocked up. When all four statues are   characters would need a mechanfam for reloading them
               blocked in this manner, the trap deactivates.     between attacks.
                                                                   In terms of lethality, it's better to have multiple dan-
            DESIGNING COMPLEX TRAPS                              gerous effects in a  trap than a single deadly one. For
                                                                 example, the Path of Blades trap uses two dangerous
            Creating a complex trap takes more work than building
                                                                 elements and one moderate element.
            a simple one, but with some practice, you can learn the
                                                                   It's useful to create multiple active elements, with each
            process and make it move quickly.
                                                                 affecting a different area. It's also a good idea to use
             Familiarize yourself with the advice on designing a
                                                                 a variety of effects. Some parts of the trap might deal
            simple trap before proceeding with the guidelines on   damage, and others might immobilize characters or
            complex traps.
                                                                 isolate them from the rest of the party. A bashing lever
                                                                 might knock characters into an area engulfed by jets of
            PURPOSE
                                                                 flame. Think about how the elements can work together.
            Complex traps are typically designed to protect an area
            by killing or disabling intruders. It is worth your time to
                                                                 CONSTANT ELEMENTS
            consider who made the trap, the trap's purpose, and its
                                                                 In addition to the active steps a complex trap takes, it
            desired result. Does the trap protect a treasure? Does it
                                                                 s hould also present a continual hazard. Often, the active
            target only certain kinds of intruders?
                                                                 and constant effects are the same thing. Imagine a hall-
                                                                 way filled with whirling saw blades. On the  trap's turn,
            LEVEL AND LETHALITY
                                                                 the blades attack anyone  in the hall. In addition, anyone
            Complex traps use the same level designations and
            lethality descriptors that simple traps do. Refer to that   who lingers in the hallway takes damage at the end of
           section for a discussion of how level and lethality help   each of their turns, accounting for the constant threat
                                                                 that the blades pose.
           determine saving throw a nd check DCs, attack bonuses,
                                                                   A constant element should apply its effect to any
           and other numerical elements of a complex trap.
                                                                 creature that ends its turn in that element's area. If an
            MAP                                                  active element presents a threat when it isn't the trap's
            A complex trap has multiple parts, typically relies on   turn, define the threat it poses as a constant element.
            the characters' positions to resolve some of its effects,   As a rule of thumb, keep the saving throw DC or attack
           and can bring several effects to bear in each round.   bonus the same as for the active element but reduce the
           The traps are called complex for a reason! To begin the   damage by half.
           design process, consider drawing a map of the area to   Avoid filling the entire encounter area with constant
            be affected by the trap on graph paper, using a scale of 5   elements. Part of the challenge of a complex trap lies in
           feet per square. This level of detail allows you to develop   figuring out which areas are safe. A moment's respite
           a clear idea of what the trap can do and how each of its   can help add an element of pacing to an encounter with
           parts interact. Your map is the starting point and context   a complex trap and give the characters the feeling that
           for the rest of the design process.                   they aren't in constant peril. For example, walls that
             Don't limit yourself to one room. Look at the passages   s lam together might need to reset between slams, mak-
           and rooms around the area of the trap and think about   ing them harmless when it isn't their turn to act.
           the role they can play. The trap might cause doors to
                                                                 DYNAMIC ELEMENTS
           lock and barriers to fall  into place to prevent escape.
                                                                Just as a battle is more interesting if the monsters
           It could cause darts to fire from the walls in one area,
                                                                 change their tactics or unveil new abilities in later
           forcing characters to enter rooms where other devices
                                                                 rounds, so too are complex traps more fun if their na-
           trigger and threaten them.
                                                                 ture changes in some way. The whirling blades that
             Consider how terrain and furniture can add to the
                                                                 protect a treasure chest do more damage each round as
           trap's danger. A chasm or a pit might create a buffer that
                                                                 they speed up. The poison gas in a room grows thicker
           allows a trap to send bolts of magic at the characters,
                                                                 as more of it floods the chamber, dealing greater dam-
           while making it difficult or even impossible for them to
                                                                 age and affecting line of sight. The necrotic aura around
           reach the runes they must deface to foil that attack.
                                                                 an idol of Demogorgon produces random effects each
                                                                               CHAPTER 2  I DUNGEON  MASTER'S TOOLS
   117   118   119   120   121   122   123   124   125   126   127