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TRIGGERS
                                                                 The advice on triggers given for simple traps also ap-
                                                                 plies to complex traps, with one exception. Complex
                                                                 traps have multiple triggers, or are designed such that
                                                                 avoiding a trigger prevents intruders from reaching the
                                                                 area the trap guards. Other complex traps use magical
                                                                 triggers that activate on specific cues, such as when a
                                                                 door opens or someone enters an area without wearing
                                                                 the correct badge, amulet, or robe.
                                                                   Look at your map and consider when you want the
                                                                 trap to spring into action. It's best to have a complex trap
                                                                 trigger after the characters have committed to exploring
                                                                 a n area. A simple trap might activate when the charac-
                                                                 ters open a door. A complex trap that triggers so early
                                                                 leaves the characters still outside the trapped room, in
                                                                 a place where they could decide to close the door and
                                                                 move on. A simple trap aims to keep intruders out. A
                                                                 complex trap wants to lure them in, so that when it acti-
                                                                 vates, the intruders must deal with the trap before they
                                                                 can escape.
                                                                   The trigger for a complex trap should be as foolproof
                                                                 as you can make it. A complex trap represents a serious
                                                                 expenditure of  effort and magical power. No one builds
                                                                 such a trap and makes it easy to avoid. Wisdom (Per-
                                                                 ception) and Intelligence (Investigation) checks might
                                                                 be unable to spot a trigger, especially a magical one, but
                                                                 they can still give hints about the trap before it triggers.
                                                                 Bloodstains, ashes, gouges in the floor, and other clues
                                                                 of that sort can serve as evidence of the trap's presence.
                                                                 INITIATIVE
                                                                 A complex trap acts repeatedly, but unlike characters
                                                                 and monsters, traps don't roll for initiative. As mechan-
                                                                 ical or magical devices, their active elements operate in
           time its active element is  triggered. As water floods a   a periodic manner. When designing a complex trap, you
           chamber, the characters must swim across areas they   need to decide when and how often its active elements
           could walk through just  a round or two earlier.      produce their effects.
             Since a complex trap remains active over the course   In a trap with multiple active elements that work in
           of  several rounds, it might be possible to predict its   concert, those different elements would act on different
           future behavior by examining how it functions. This   initiative counts. For instance, on initiative count 20,
           information can give its targets a much better chance of   blades sweep across a treasure vault, driving the charac-
           thwarting it. To minimize this possibility, design your   ters back into the hallway. On initiative count 10, magic
           trap so that it presents multiple threats that can change   darts fire from statues in the hallway while a portcullis
           each round. The changes can include how a trap targets   falls to confine the characters.
           creatures (different attacks or saving throws), the dam-  Initiative 10. If  a trap's active element takes time to
           age or effects it produces, the areas it covers, and so   build up its effects, then it acts on initiative count 10.
           on. Some traps might have a random effect each round,   This option is good for a trap that functions alongside
           while others follow a carefully programmed sequence   allied monsters or other guardians; the delay before it
           of attacks.                                           acts can give guards the chance to move out of  its area
             Dynamic elements usually occur according to a sched-  or force characters into the area before the trap triggers.
           ule. For a room that floods, you can plan out how the   Initiative 20. If  an element is designed to surprise
           rising water level affects the area each round. The water   intruders and hit them before they can react, then it acts
           might be ankle deep at the end of the first round, knee   on initiative count 20. This option is generally best for a
           deep the next, and so on. Not only does the water bring a   complex trap. Think of  it as the default. Such a trap acts
           risk of drowning, it also makes it harder to move across   quickly enough to take advantage of most characters,
           the area. On the other hand, the rising water level might   with nimble characters like rogues, rangers, and monks
           allow characters to swim to the upper reaches of the   having the best chance to move out of the area before
           chamber that they couldn't get to from the floor.     the element activates.
             Dynamic elements can a lso come into play in reaction   Initiative 20  and  10. Some active elements are in-
           to the characters' actions. Disarming one element of the   credibly fast acting, laying waste to intruders in a few
           trap might make the others deadlier. Disabling a rune   moments unless countered. They act on initiative count
           that triggers a fire-breathing statue might cause the
                                                                 20 and 10.
           statue to explode.

            CHAPTER 2  (  DUNGEON MASTER'S TOOLS
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