Page 118 - Xanathar's Guide To Everything
P. 118

TRIGGERS                                         characters notice it. After that, they can simply walk
             A trigger is the circumstance that needs to take place to  around it, or they can climb down one side, walk across
             activate the trap.                               the bottom of the pit, and climb up the other side.
              Decide what causes the trap to activate and determine  Once you determine how a trap can be disarmed or
             how the characters can find the trigger. Here are some  avoided, decide the appropriate ability and skill com—
             example triggers:                                binations that characters can use. A Dexterity check     ,
             - A pressure plate that, when it is stepped on, acti-  using thieves’ tools, a Strength (Athletics) check, and an  1 ,
                                                              Intelligence (Arcana) check are all commonly used for
              vates the trap                                  this purpose.                                            ,
             - A trip wire that springs a trap when it is broken, usu-  A Dexterity check using thieves’ tools can apply to any  ,
              ally when someone walks through it               trap that has a mechanical element. Thieves’ tools can   i
             - A doorknob that activates a trap when it is turned  be used to disable a trip wire or a pressure plate, disas-  '
              the wrong way                                   semble a poison needle mechanism, or clog a valve that    '
             - A door or chest that triggers a trap when it is opened  leaks poisonous gas into a room.
             A trigger usually needs to be hidden to be effective. Oth-  A Strength check is often the method for thwarting
             erwise, avoiding the trap is usually easy.        traps that can be destroyed or prevented from operating
              A trigger requires a Wisdom (Perception) check if  through the use of brute force. A scything blade can be
             simply spotting it reveals its nature. The characters can  broken, a sliding block can be held in place, or a net can
             foil a pit trap hidden by a leaf—covered net if they spot the  be torn apart.
             pit through a gap in the leaves. A trip wire is foiled if it is  A magic trap can be disabled by someone who can  I
             spotted, as is a pressure plate.                 undermine the magic used to power it. Typically, a suc-  _
              Other traps require careful inspection and deduction  cessful Intelligence (Arcana) check enables a character  |
             to notice. A doorknob opens a door when turned to the  to figure out how a magic trap functions and how to ne-  I
             left, but activates a trap when turned to the right. Such a  gate its effect. For instance, the character could discover  '
             subtle trap requires a successful Intelligence (Investiga-  that a statue that belches a jet of magical flame can be
             tion) check to notice. The trigger is obvious. Understand—  disabled by shattering one of its glass eyes.
             ing its nature is not.                             Once you know what kind of check is called for, you
              The DC of the check, regardless of its type, depends  then determine what happens on a failed attempt to dis-
             on the skill and care taken to conceal the trap. Most  able the trap. Depending on the kind of check involved
             traps can be detected with a successful DC 20 check,  and the nature of the trap, you might determine that any
             but a crudely made or hastily built trap has a DC of 15.  failed check has negative consequences—usually involv-
             Exceptionally devious traps might have a DC of 25.  ing the triggering of the trap. At other times, you could
              You must then put some thought into what the char—  assign a number that the check must exceed to prevent
             acters learn with a successful check. In most cases, the  the trap from going off. If the total of the check is equal
             check reveals the trap. In other cases, it uncovers clues,  to or lower than that number, the trap activates.
             but foiling the trap still requires some deduction. The
             characters might succeed on the check but still trigger  PLACING A SIMPLE TRAP
             the trap if they don‘t understand what they have learned.  Context and environment are critical when it comes
                                                               to properly locating a trap. A swinging log trap that’s
             EFFECTS                                           meant to knock characters aside is a mere inconve-
             Designing a trap’s effects is a straightforward process.  nience on a typical forest path, where it can be easily
             The tables for saving throw DCs, attack bonuses, dam—  circumvented. But it’s a potentially deadly hazard on a
             age, and the like give you a starting point for most sim-  narrow trail that hugs the side of a towering cliff face.
             ple traps that deal damage.                        Choke points and narrow passages that lead to im-
              For traps with more complex effects, your best start—  portant places in a dungeon are good spots for traps,
             ing point is to use the Spell Equivalent by Level table to  especially those that serve as alarms or restraints. The
             find the best match for your trap’s intended effect. Spells  goal is to foil or delay intruders before they can reach a
             are a good starting point because they are compact  critical location, giving the dungeon’s denizens a chance
             pieces of game design that deliver specific effects.  to mount a defense or a counterattack.
              If you are using a spell as a starting point, check to see  A treasure chest, a door leading to a vault, or any other
             if you need to tweak its effects to fit the trap’s nature. For  obstacle‘or container that bars the way to a valuable
             instance, you can easily change the damage type a spell  treasure is the ideal location for a slaying trap. In such
             delivers or the saving throw it requires.         instances, the trap is the last line of defense against a
                                                               thief or intruder.
             DISARMING A SIMPLE TRAP                            Alarm traps, since they pose no direct physical
             Only one successful ability check is required to disarm  threat, are appropriate for areas that are also used by
             a simple trap. Imagine how your trap operates, and then  a dungeon’s denizens—assuming the residents know
             think about how the characters could overcome it. More  about the trap and how to avoid setting it off. Accidents
             than one kind of ability check might be possible. Some  can happen, but if a goblin stumbles inside its den and
             traps are so poorly concealed that they can be discov—  activates an alarm trap, there’s no real harm done. The  ..'+"'- .
                                                                                                                     4--
             ered or circumvented without active effort. For instance,  alarm sounds, the guards arrive, they punish the clumsy  ./”r!"'§-1 -
                                                                                                                     .;+?
             a hidden pit trap is effectively disarmed as soon as the  goblin, and they reset the trap.             .-r  '-
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