Page 115 - Xanathar's Guide To Everything
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MAKING TRAPS MEANINGFUL                         FALLING PORTCULLIS
                     Ifyou want to improve the chance that the characters will  Simple trap (level 1—4, moderate threat)
                     come up against the traps you’ve set for them in an en-  Some folk who build dungeons, such as mad wizards
                     counter or an adventure, it can be tempting to use a large  in search of new victims, have no intention of allowing
                     number oftraps. Doing so ensures that the characters will  their visitors to make an easy escape. A falling portcullis
                     have to deal with at least one or two ofthem, but it’s better
                     to fight that urge.                              trap can be especially devious if it causes a portcullis
                       lfyour encounters or adventures are sown with too  to drop some distance away from the pressure plate
                     many traps, and ifthe characters are victimized over and  that activates the trap. Although the trap is deep in the
                     over again as a result, they are likely to take steps to pre-  dungeon, the portcullis closes off the dungeon entrance,
                     vent further bad things from happening. Because oftheir  which is hundreds of feet away, meaning that adventur—
                     recent experience, the characters can become overly cau-  ers don’t know they are trapped until they decide to head
                     tious, and you run the risk ofthe action grinding to a halt  for the exit.
                     as the players search every square inch ofthe dungeon for  Trigger. A creature that steps on the pressure plate
                     trip wires and pressure plates.                 triggers the trap.
                      Traps are most effective when their presence comes as a  Efl'ect. An iron portcullis drops from the ceiling,
                     surprise, not when they appear so often that the characters
                     spend all their effort watching out for the next one.  blocking an exit or a passageway.
                                                                       Countermeasures. A successful DC 20 Wisdom (Per—
                   EXAMPLE SIMPLE TRAPS                              ception) check reveals the pressure plate. A successful
                                                                     DC 20 Dexterity check using thieves’ tools disables it,
                   The following simple traps can be used to populate your  and a check with a total of 5 or lower triggers the trap.
                   adventures or as models for your own creations.
                                                                     FIERY BLAST
                   BEAR TRAP                                         Simple trap (level 5—10, dangerous threat)
                   Simple trap (level 1—4, dangerous threat)         The temple of Pyremius, a god of fire, is threatened by
                   A bear trap resembles a set of iron jaws that springs  thieves who seek to steal the fire opals displayed there
                   shut when stepped on, clamping down on a creature’s  by the priests in tribute to their god. A mosaic on the
                   leg. The trap is spiked in the ground, leaving the victim  floor of the entryway to the inner sanctum delivers a
                   immobilized.                                      fiery rebuke to intruders.
                     Trigger. A creature that steps on the bear trap   Trigger. Anyone who steps on the mosaic causes fire
                   triggers it.                                      to erupt from it. Those who openly wear holy symbols of
                     Effect. The trap makes an attack against the trigger~  Pyremius don’t trigger this trap.
                   ing creature. The attack has a +8 attack bonus and deals  Effect. A 15—foot cube of fire erupts, covering the pres—
                   5 (M10) piercing damage on a hit. This attack can’t gain  sure plate and the area around it. Each creature in the
                   advantage or disadvantage. A creature hit by the trap  area must make a DC 15 Dexterity saving throw, taking
                   has its speed reduced to 0. It can’t move until it breaks  24 (7d6) fire damage on a failed save, or half as much
                   free of the trap, which requires a successful DC 15  damage on a successful one.
                   Strength check by the creature or another creature adja-  Countermeasures. A successful DC 15 Wisdom
                   cent to the trap.                                 (Perception) check reveals the presence of ash and faint
                     Countermeasures. A successful DC 10 Wisdom      burn marks in the area affected by this trap. A success
                   (Perception) check reveals the trap. A successful DC 10  ful DC 15 Intelligence (Religion) check enables a crea-
                   Dexterity check using thieves’ tools disables it.  ture to destroy the trap by defacing a key rune on the
                                                                     perimeter of the mosaic that is within reach; failing this
                    Caosssow TRAP                                    check causes the trap to activate. A successful dispel
                    Simple trap (level 1—4, dangerous threat)        magic (DC 15) cast on the runes destroys the trap.
                    The crossbow trap is a favorite of kobolds and other
                    creatures that rely on traps to defend their lairs. It  NET TRAP
                    consists of a trip wire strung across a hallway and con—  Simple trap (level 1—4, dangerous threat)
                    nected to a pair of hidden heavy crossbows. The cross-  Goblins, with their propensity to enslave their enemies,
                    bows are aimed to fire down the hallway at anyone who  prefer traps that leave intruders intact so the victims can
                    disturbs the trip wire.                           be put to work in the mines or elsewhere.
                     Trigger. A creature that walks through the trip wire
                    triggers the trap.
                     Efl’ect. The trap makes two attacks against the trig-
                    gering creature. Each attack has a +8 attack bonus and
                    deals 5 (ll) piercing damage on a hit. This attack                               '
                    can’t gain advantage or disadvantage.                   Pile lcrqqs art lniqriouusl
                     Countermeasures. A successful DC 15 Wisdom             (gracious: wl/"V‘ W“ a l L‘DU» Hotlinks
                    (Perception) check reveals the trip wire. A successful   lcl/livxSs slang: on 0M, opus lall AMI-o. l
                    DC 15 Dexterity check using thieves’ tools disables the                    ., u all us]: Mi-
                    trip wire, and a check with a total of 5 or lower trig-  M W rt lawlel lln i          l
                    gers the trap.
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