Page 124 - Xanathar's Guide To Everything
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DEFEATING COMPLEX TRAPS                           another character’s way and disrupt the effort. Once a
            A complex trap is never defeated with a single check. In-  character succeeds on a check, another character can’t
            stead, each successful check foils some part of it or de—  attempt the same check against the same trap element
            grades its performance. Each element of the trap must  until the end of the successful character’s next turn.
            be overcome individually to defeat the trap as a whole.  Not all of the characters’ options need to be focused
              As part of determining how your trap can be over-  on stopping a trap from operating. Think of what charac-
            come, look at your map and consider where the charac—  ters can do to mitigate or avoid a trap’s effects. Making
            ters must be located to attempt an action that can foil  the trap vulnerable to this sort of effort is a way to en-
            part of the trap. As a rule, the characters should need to  gage characters who might be ill—suited to confront the
            be near or adjacent to an element to have a chance of af-  trap directly. A successful Intelligence (Religion) check
            fecting it. An element can be designed so that it protects  might provide insight into the imagery displayed by a
            itself. A fighter might be able to break a whirling blade,  trap in a temple or shrine, giving other characters a clue
            but moving close enough to attack it requires giving the  about how and where to direct their efforts. A character
            blade a chance to strike.                         could stand in front of a dart trap while holding a shield
              What methods are effective against your trap? Obvi—  that the darts can target harmlessly, while other charac-
            ous candidates are activities covered by the same sorts  ters trigger that element as they work to disable it.
            of checks used to defeat simple traps, but use your
            knowledge of the trap’s design to identify other options.  DOWNTIME REVISITED
            A valve that leaks poison gas into a room can be stopped  It’s possible for the characters to start a campaign at lst
            up. A statue that emits a deadly aura can be pushed over  level, dive into an epic story, and reach 10th level and
            and smashed. Attacks, spells, and special abilities can  beyond in a short amount of game time. Although that
            all play a role in undermining a trap.            pace works fine for many campaigns, some DMs prefer
              Leave room for improvisation by the characters. Don’t  a campaign story with pauses built into it—times when
            create a few predetermined solutions and wait for the  adventurers are not going on adventures. The downtime
            players to figure out the right approach. If you under-  rules given in this section can be used as alternatives to
            stand the mechanism behind how a trap works, that  the approach in the Player’s Handbook and the Dungeon
            makes it much easier for you to respond to the players’  Master’s Guide, or you can use the material here to in-
            ideas. If a character wants to try something you haven’t  spire the creation of your own options.
            allowed for, pick an ability, assess the chance of suc-  By engaging the characters in downtime activities that
            cess, and ask for a roll.                         take weeks or even months to complete, you can give
              Shutting down one part of a complex trap usually  your campaign a longer time line—one in which events
            requires multiple successes. As a default, it takes three  in the world play out over years. Wars begin and end, ty-
            successful checks or actions to disable an element. The  rants come and go, and royal lines rise and fall over the
            first successful check might reduce the element’s saving  course of the story that you and the characters tell.
            throw DC or attack bonus. The second successful check  Downtime rules also provide ways for characters to
            might halve the element’s damage, and the final suc—  spend——or be relieved of—the monetary treasure they
            cessful check shuts it down.                      amass on their adventures.
              For elements that don’t attack, allow each successful  The system presented here consists of two elements.
            check to reduce that element’s effectiveness by one-  First, it introduces the concept of rivals. Second, it de—
            third. A lock’s DC is decreased, or a gate opens wide  tails a number of downtime activities that characters
            enough to allow a Small character to squeeze through  can undertake.
            it. A mechanism pumping poison gas into the room be-
            comes defective, causing the gas’s damage to increase  RIVALS
            more slowly or not at all.
             It takes time to disable a complex trap. Three charac-  Rivals are NPCs who oppose the characters and make
            ters can’t make checks in rapid succession to disarm a  their presence felt whenever the characters are engag-
            complex trap in a matter of seconds. Each would get in  ing in downtime. A rival might be a villain you have
                                                              featured in past adventures or plan to use in the future.
            .1                                        4L
              COMPLEX TRAPS AND LEGENDARY MONSTERS            Rivals can also include good or neutral folk who are at
              A complex trap is like a legendary monster in some ways.  odds with‘the characters, whether because they have
              It has several tricks it can use on its turn, and it remains  opposing goals or they simply dislike one another. The
              a threat throughout the round, not just on its turn. The  cultist of Orcus whose plans the characters have foiled,
              trap"s active elements are like a legendary creature’s nor-  the ambitious merchant prince who wants to rule the
              mal actions, and its constant elements are equivalent to  city with an iron fist, and the nosy high priest of Helm
              legendary actions—except they are tied to specific areas in  who is convinced the characters are up to no good are
              the trapped room.                               all examples of rivals.
               Although a legendary creature can move, improvise  A rival’s agenda changes over time. Though the char—
              actions, and so forth, a trap is set to a specific script—an  acters engage in downtime only between adventures,
              aspect that has the potential to make a complex trap stale  their rivals rarely rest, continuing to spin plots and work
              and predictable. That's where dynamic elements come in.  against the characters even when the characters are off
              They keep the players on their toes and make dealing with
              a complex trap feel like a challenging, evolving situation.  doing something else.
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