Page 115 - Xanathar's Guide To Everything
P. 115
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.
E1)
r ' 2 : i,‘rl_i_\'t_i.l-lt_’).\; sitsrta's Trans

