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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

