Page 123 - Xanathar's Guide To Everything
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Thiooexs
                                                                    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
                                                                    an 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 also 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.
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