Page 122 - Xanathar's Guide To Everything
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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.
               slashing 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 (1l). 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 (1d10). 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 mechanism 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
            a simple one, but with some practice, you can learn the  elements and one moderate element.
                                                               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
            simple trap before proceeding with the guidelines on  a variety of effects. Some parts of the trap might deal
            complex traps.                                    damage, and others might immobilize characters or
                                                              isolate them from the rest of the party. A bashing lever
            PURPOSE                                           might knock characters into an area engulfed by jets of
            Complex traps are typically designed to protect an area  flame. Think about how the elements can work together.
            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  should also present a continual hazard. Often, the active
            target only certain kinds of intruders?
                                                              and constant effects are the same thing. Imagine a hall-
            LEVEL AND LETHALITY                               way filled with whirling saw blades. On the trap’s turn,
            Complex traps use the same level designations and  the blades attack anyone in the hall. In addition, anyone
            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
            determine saving throw and check DCs, attack bonuses,  that the blades pose.
            and other numerical elements of a complex trap.    A constant element should apply its effect to any
                                                              creature that ends its turn in that element’s area. If an
            MAP                                               active element presents a threat when it isn’t the traps
            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  slam 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
            lock and barriers to fall into place to prevent escape.  DYNAMIC ELEMENTS
            It could cause darts to fire from the walls in one area,  Just as a battle is more interesting if the monsters
            forcing characters to enter rooms where other devices  change their tactics or unveil new abilities in later
            trigger and threaten them.                        rounds, so too are complex traps more fun if their na-
             Consider how terrain and furniture can add to the  ture changes in some way. The whirling blades that
            traps danger. A chasm or a pit might create a buffer that  protect a treasure chest do more damage each round as
            allows a trap to send bolts of magic at the characters,  they speed up. The poison gas in a room grows thicker
            while making it difficult or even impossible for them to  as more of it floods the chamber, dealing greater dam-
            reach the runes they must deface to foil that attack.  age and affecting line of sight. The necrotic aura around
                                                             an idol of Demogorgon produces random effects each

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