Secret Lesson 97

Traps

Lesson 96 explored:

POISON

Now the Gameplay Toolbox turns to another classic feature of fantasy adventures:

TRAPS

A trap can make an ancient tomb dangerous before a single monster appears.

It can:

COLLAPSE A CEILING

DROP A NET

BREATHE MAGICAL FIRE

OPEN A HIDDEN PIT

FIRE POISONED DARTS

HIDE A POISONED NEEDLE IN A LOCK

RELEASE A MASSIVE ROLLING STONE

or:

DROP A CHARACTER ONTO SPIKES

But the SRD 5.2.1 begins with an important piece of Game Master advice:

USE TRAPS SPARINGLY

Too many traps can make players excessively cautious and slow the game down. The SRD recommends traps that either create a brief obstacle skilled characters can overcome or a deadly problem that rewards quick thinking and teamwork. Traps that can't reasonably be detected or escaped are rarely fun.

This lesson covers the complete SRD 5.2.1 trap section and all eight official example traps.


PART ONE — WHAT MAKES A GOOD TRAP?

A trap shouldn't simply mean:

“YOU DIDN'T GUESS WHAT THE GM WAS THINKING, SO TAKE DAMAGE.”

The SRD's design guidance points toward two broad successful models.

MODEL 1 — FLEETING DISTRACTION

A trap creates:

A SHORT PROBLEM

The characters can:

  • detect it

  • avoid it

  • disarm it

  • escape it

  • destroy part of it

and continue.


MODEL 2 — DEADLY PUZZLE

A more dangerous trap can require:

QUICK THINKING

and:

TEAMWORK

The:

ROLLING STONE

is a particularly good example because the characters can:

  • run from it

  • slow it

  • destroy it

  • manipulate its path

rather than merely rolling one save and being finished.


BAD TRAP DESIGN

The SRD warns against traps that are both:

UNDETECTABLE

and:

INESCAPABLE

A trap can be dangerous.

It should still create:

GAMEPLAY


PART TWO — THE PARTS OF A TRAP

Each SRD trap description gives several pieces of information.

SEVERITY AND LEVELS

TRIGGER

DURATION

and then the trap's individual mechanics.


PART THREE — SEVERITY AND LEVELS

A trap is normally described as:

NUISANCE

or:

DEADLY

for a particular level range.


NUISANCE TRAP

A Nuisance trap is unlikely to:

SERIOUSLY HARM

characters in the listed level range.

That doesn't mean:

HARMLESS

A failed save can still cost:

HIT POINTS

POSITION

ACTIONS

or:

CONDITIONS


DEADLY TRAP

A Deadly trap can:

GRIEVOUSLY DAMAGE

characters in its listed level range.

The level range matters enormously.

The SRD warns the GM to be careful when using a trap against characters:

BELOW ITS INTENDED LEVEL RANGE

Something rated as a Nuisance to higher-level adventurers could become:

DEADLY

to weaker characters.


PART FOUR — TRIGGERS

A:

TRIGGER

is the event that activates the trap.

Typical examples include:

STEPPING ON A PRESSURE PLATE

CROSSING A TRIP WIRE

TURNING A DOORKNOB

or:

USING THE WRONG KEY IN A LOCK

 

The trigger is extremely important because it tells the GM:

EXACTLY WHEN THE TRAP ACTIVATES


EXAMPLE

Poisoned Darts doesn't trigger because somebody:

STANDS NEAR THE PRESSURE PLATE

It triggers when a creature:

MOVES ONTO IT

under the conditions specified by that trap.


PART FIVE — DURATION

A trap can last for:

ROUNDS

MINUTES

HOURS

UNTIL DESTROYED

UNTIL DISPELLED

or be:

INSTANTANEOUS

 


INSTANTANEOUS

Resolve the effect:

IMMEDIATELY


RESETTING TRAPS

If a trap resets:

ITS ENTRY SAYS SO

Otherwise, after activation:

THE TRAP IS INERT

This is crucial.

Do not automatically assume:

EVERY PRESSURE PLATE FIRES FOREVER


PART SIX — THE EIGHT SRD EXAMPLE TRAPS

The complete trap list is:

  1. Collapsing Roof

  2. Falling Net

  3. Fire-Casting Statue

  4. Hidden Pit

  5. Poisoned Darts

  6. Poisoned Needle

  7. Rolling Stone

  8. Spiked Pit

The section ends after Spiked Pit and then moves into Combat Encounters.


COMPLETE OVERVIEW

Trap Base Severity
Collapsing Roof Deadly, Levels 1–4
Falling Net Nuisance, Levels 1–4
Fire-Casting Statue Deadly, Levels 1–4
Hidden Pit Nuisance, Levels 1–4
Poisoned Darts Deadly, Levels 1–4
Poisoned Needle Nuisance, Levels 1–4
Rolling Stone Deadly, Levels 11–16; Nuisance, Levels 17–20
Spiked Pit Deadly, Levels 1–4

Now we examine every one.


PART SEVEN — COLLAPSING ROOF

DEADLY TRAP — LEVELS 1–4

Trigger:

CREATURE CROSSES A TRIP WIRE

Duration:

INSTANTANEOUS

The trip wire is:

3 INCHES ABOVE THE GROUND

and connects two weak supports.

Crossing it causes the supports to fail and an unstable portion of ceiling to:

COLLAPSE

 


SAVING THROW

Every creature beneath the unstable ceiling makes:

DC 13 DEXTERITY SAVING THROW

Failure:

11 (2D10) BLUDGEONING DAMAGE

Success:

HALF DAMAGE


EXAMPLE

Damage roll:

2D10 = 14

Failed save:

14 BLUDGEONING

Successful save:

14 ÷ 2 =

7 BLUDGEONING


AFTERMATH

The fallen rubble makes the trapped area:

DIFFICULT TERRAIN

So the trap changes the battlefield even after:

THE DAMAGE IS RESOLVED


PART EIGHT — DETECTING THE COLLAPSING ROOF

Take:

SEARCH ACTION

and make:

DC 11 WISDOM (PERCEPTION)

Success reveals:

THE TRIP WIRE

and:

THE UNSTABLE CEILING

 


DISARMING IT

Once discovered, the trip wire can simply be:

CUT

or:

AVOIDED

No Ability Check is required.


IMPORTANT

Detecting a trap and disarming it don't necessarily use:

THE SAME ROLL

Here:

DETECTION REQUIRES A CHECK

but:

DISARMING DOESN'T


PART NINE — HIGHER-LEVEL COLLAPSING ROOF

Levels Damage Save DC
1–4 11 (2d10) 13
5–10 22 (4d10) 15
11–16 55 (10d10) 17
17–20 99 (18d10) 19

 

Both:

DAMAGE

and:

SAVE DC

increase.


PART TEN — FALLING NET

NUISANCE TRAP — LEVELS 1–4

Trigger:

CREATURE CROSSES A TRIP WIRE

Duration:

INSTANTANEOUS

The trap releases a weighted:

10-FOOT-SQUARE NET

from above.

The trip wire is:

3 INCHES ABOVE THE GROUND

 


SAVING THROW

The first creature crossing the wire makes:

DC 10 DEXTERITY SAVING THROW

Success:

AVOIDS THE NET

Failure:

RESTRAINED

until it escapes.


HUGE OR LARGER CREATURE

A creature that is:

HUGE OR LARGER

automatically:

SUCCEEDS


PART ELEVEN — ESCAPING THE FALLING NET

The trapped creature or another creature within its reach can take:

AN ACTION

and make:

DC 10 STRENGTH (ATHLETICS)

Success:

FREE THE RESTRAINED CREATURE

 


WHAT RESTRAINED MEANS

While Restrained:

SPEED 0

Attack Rolls against the creature:

ADVANTAGE

The creature's own Attack Rolls:

DISADVANTAGE

Dexterity Saving Throws:

DISADVANTAGE

That makes even a Nuisance trap potentially dangerous if monsters attack:

AT THE SAME TIME


PART TWELVE — DESTROYING THE NET

The Net can instead be:

DESTROYED

Reducing it to:

0 HP

frees the trapped creature.

The standard Net statistics are:

AC 10

5 HP

Immunity to:

BLUDGEONING

POISON

and:

PSYCHIC DAMAGE

 


EXAMPLE

A Fighter attacks the Net with a sword.

If the attack hits AC:

10

and deals at least:

5 EFFECTIVE DAMAGE

the Net reaches:

0 HP

and the trapped ally:

IS FREED


PART THIRTEEN — DETECTING THE FALLING NET

Take:

SEARCH

Make:

DC 11 WISDOM (PERCEPTION)

Success reveals:

THE TRIP WIRE

and:

THE SUSPENDED NET

Once found:

CUT OR AVOID THE TRIP WIRE

No Ability Check required.


PART FOURTEEN — CHARACTERS CAN SET THIS TRAP

The Falling Net has an unusual rule allowing characters to:

BUILD IT THEMSELVES

Requirements:

THIEVES' TOOLS

and:

ALL TRAP COMPONENTS

including:

A NET

Then make:

DC 13 DEXTERITY (SLEIGHT OF HAND)

Each attempt takes:

10 MINUTES

 


SUCCESS

Trap:

SUCCESSFULLY SET


IMPORTANT

The rule says the creature must:

HAVE THIEVES' TOOLS

It does not say this particular check is:

A THIEVES' TOOLS CHECK

The actual check named is:

DEXTERITY (SLEIGHT OF HAND)

Do not rewrite the rule.


PART FIFTEEN — HIGHER-LEVEL FALLING NET

The heavier Net increases both:

DEXTERITY SAVE DC

and:

STRENGTH (ATHLETICS) ESCAPE DC

Levels Save / Escape DC
1–4 10
5–10 12
11–16 14
17–20 16

 


PART SIXTEEN — FIRE-CASTING STATUE

DEADLY TRAP — LEVELS 1–4

Trigger:

CREATURE MOVES ONTO A PRESSURE PLATE

Duration:

INSTANTANEOUS

and:

RESETS AT START OF NEXT TURN

 

This is our first example of:

A RESETTING TRAP


HOW IT ACTIVATES

When a creature:

MOVES ONTO THE PRESSURE PLATE FOR THE FIRST TIME ON A TURN

or:

STARTS ITS TURN THERE

a nearby statue produces:

A CONE OF MAGICAL FLAME

Base area:

15-FOOT CONE


SAVE

Each creature in the Cone:

DC 15 DEXTERITY SAVING THROW

Failure:

11 (2D10) FIRE DAMAGE

Success:

HALF DAMAGE

 


PART SEVENTEEN — IT CAN TRIGGER REPEATEDLY

Because it resets at:

THE START OF THE NEXT TURN

a dangerous battlefield can repeatedly expose characters to:

THE FIRE

if they remain on or move across:

THE PRESSURE PLATE

This makes the trap much more tactically important than an ordinary one-use hazard.


PART EIGHTEEN — DETECTING THE MAGICAL STATUE

There are multiple ways to investigate it.

DETECT MAGIC

Detect Magic reveals:

AN EVOCATION AURA

around the statue.


SEARCH THE STATUE

A creature within:

5 FEET

takes:

SEARCH ACTION

and makes:

DC 10 WISDOM (PERCEPTION)

Success:

FINDS A TINY GLYPH


STUDY THE GLYPH

Once found:

STUDY ACTION

with:

DC 15 INTELLIGENCE (ARCANA)

Success determines the glyph means:

“FIRE”

 

This is an excellent example of:

SEARCH VS STUDY

Search discovers:

WHAT IS THERE

Study helps determine:

WHAT IT MEANS


PART NINETEEN — DISARMING THE GLYPH

Once discovered:

TAKE AN ACTION

and use:

A SHARP TOOL

to:

DEFACE THE GLYPH

Result:

TRAP DISARMED

No Ability Check is listed for this step.


PART TWENTY — FINDING THE PRESSURE PLATE INSTEAD

The floor can also be examined.

Take:

SEARCH ACTION

Make:

DC 15 WISDOM (PERCEPTION)

Success:

DETECT PRESSURE PLATE

Then wedge:

AN IRON SPIKE

or similar object beneath it.

Result:

PREVENTS TRIGGERING

 


TWO DIFFERENT SOLUTIONS

You can neutralize:

THE STATUE'S GLYPH

or:

THE PRESSURE PLATE

That is good trap design:

MULTIPLE SOLUTIONS


PART TWENTY-ONE — HIGHER-LEVEL FIRE-CASTING STATUE

Levels Fire Damage Area
1–4 11 (2d10) 15-foot Cone
5–10 22 (4d10) 30-foot Cone
11–16 55 (10d10) 60-foot Cone
17–20 99 (18d10) 120-foot Cone

 

Notice something important:

THE TABLE DOES NOT INCREASE THE SAVE DC

It increases:

DAMAGE

and:

AREA OF EFFECT

The listed save remains:

DC 15

unless another specific rule changes it.


PART TWENTY-TWO — HIDDEN PIT

NUISANCE TRAP — LEVELS 1–4

Trigger:

CREATURE MOVES ONTO PIT'S LID

Duration:

INSTANTANEOUS

The pit is:

10 FEET DEEP

Its hinged lid is made to look like:

THE SURROUNDING FLOOR

When stepped on:

LID OPENS

CREATURE FALLS

and the lid remains:

OPEN THEREAFTER

 


DAMAGE

A creature falling into the pit takes:

3 (1D6) BLUDGEONING DAMAGE

from the fall.


IMPORTANT

The Hidden Pit description does not give the victim:

A DEXTERITY SAVE TO AVOID FALLING

If the trigger occurs:

THE CREATURE FALLS

Do not import a save from another trap.


PART TWENTY-THREE — DETECTING THE HIDDEN PIT

This trap does not use Search.

It uses:

STUDY ACTION

Make:

DC 15 INTELLIGENCE (INVESTIGATION)

Success:

DETECT THE PIT

 

This is a major lesson for GMs:

NOT EVERY TRAP IS FOUND WITH PERCEPTION


PART TWENTY-FOUR — DISARMING THE PIT

Once detected, wedge:

AN IRON SPIKE

or similar object between:

THE LID

and:

THE SURROUNDING FLOOR

Result:

LID CAN'T OPEN

The trap becomes:

SAFE TO CROSS

Alternatively:

ARCANE LOCK

or similar magic can hold the cover:

SHUT

 


PART TWENTY-FIVE — ESCAPING THE PIT

Its walls are:

SMOOTH

To scale them, the creature needs:

A CLIMB SPEED

CLIMBING GEAR

or:

MAGIC SUCH AS SPIDER CLIMB

 

The GM can make the pit easier to escape by adding:

CRACKS

large enough to act as:

HANDHOLDS AND FOOTHOLDS

This is explicit GM customization guidance.


PART TWENTY-SIX — HIGHER-LEVEL HIDDEN PIT

Levels Depth Bludgeoning Damage
1–4 10 ft. 3 (1d6)
5–10 30 ft. 10 (3d6)
11–16 60 ft. 21 (6d6)
17–20 120 ft. 42 (12d6)

 

Notice that scaling is accomplished by increasing:

THE DEPTH

which naturally increases:

FALL DAMAGE


PART TWENTY-SEVEN — POISONED DARTS

DEADLY TRAP — LEVELS 1–4

Trigger:

CREATURE MOVES ONTO PRESSURE PLATE

Duration:

INSTANTANEOUS

The trap resets at:

START OF NEXT TURN

if it has activated:

FEWER THAN THREE TIMES

 

So it has a limited number of firings.


HOW IT TRIGGERS

When a creature moves onto the pressure plate:

FOR THE FIRST TIME ON A TURN

poisoned darts fire from holes hidden in:

THE WALLS


SAVE

Every creature in:

THE DARTS' PATH

makes:

DC 13 DEXTERITY SAVING THROW

Failure:

STRUCK BY 1D3 DARTS

Each dart deals:

3 (1D6) POISON DAMAGE

 


EXAMPLE

Failed save.

Roll:

1D3 = 3 DARTS

Damage rolls:

1D6 = 4

1D6 = 5

1D6 = 2

Total:

4 + 5 + 2 =

11 POISON DAMAGE


SUCCESS

A successful save means the creature isn't:

STRUCK

by the darts under this effect.

No half damage is listed.


PART TWENTY-EIGHT — DETECTING THE DART HOLES

Take:

SEARCH

Make:

DC 15 WISDOM (PERCEPTION)

Success:

DETECT HOLES

The holes can then be plugged with:

WAX

CLOTH

or:

DETRITUS

Result:

DARTS CAN'T FIRE

 


PART TWENTY-NINE — DETECTING THE PRESSURE PLATE

The plate itself can separately be searched.

SEARCH ACTION

DC 15 WISDOM (PERCEPTION)

Success:

DETECT PRESSURE PLATE

Then wedge:

IRON SPIKE

or similar object beneath it.

Result:

PREVENTS TRIGGERING

Again, the SRD provides:

MULTIPLE SOLUTIONS


PART THIRTY — HIGHER-LEVEL POISONED DARTS

The number of darts remains:

1D3

and the listed save remains:

DC 13

The scaling changes:

DAMAGE PER DART

Levels Damage per Dart
1–4 3 (1d6)
5–10 7 (2d6)
11–16 14 (4d6)
17–20 24 (7d6)

 


PART THIRTY-ONE — POISONED NEEDLE

NUISANCE TRAP — LEVELS 1–4

Trigger:

LOCK OPENED IMPROPERLY

or:

FAILED ATTEMPT TO DISARM THE TRAP

Duration:

INSTANTANEOUS

 

The needle is hidden inside:

A LOCK


IMPROPER OPENING

If someone opens the lock using any object other than:

THE PROPER KEY

the needle springs outward and:

STABS THE CREATURE


SAVE

DC 11 CONSTITUTION SAVING THROW

Failure:

5 (1D10) POISON DAMAGE

and:

POISONED FOR 1 HOUR

Success:

HALF DAMAGE ONLY

 


EXAMPLE

Damage:

8 POISON

Failure:

8 DAMAGE + POISONED 1 HOUR

Success:

8 ÷ 2 =

4 POISON DAMAGE

and:

NOT POISONED


PART THIRTY-TWO — AVOIDING THE NEEDLE WITH MAGIC

The trap doesn't trigger if the lock is opened with:

KNOCK

or:

SIMILAR MAGIC

 

This is another example where:

MAGIC CAN BYPASS A TRAP

rather than merely helping with:

A CHECK


PART THIRTY-THREE — DETECTING THE NEEDLE

Take:

SEARCH ACTION

Make:

DC 15 WISDOM (PERCEPTION)

Success:

DETECT THE NEEDLE


DISARMING IT

Once detected:

TAKE AN ACTION

Make:

DC 15 DEXTERITY (SLEIGHT OF HAND)

Success:

DISARMED

Failure:

TRAP TRIGGERS

 


IMPORTANT

Disarming it is dangerous.

A failed disarm doesn't merely mean:

“TRY AGAIN.”

It means:

THE NEEDLE ACTIVATES


PART THIRTY-FOUR — THIEVES' TOOLS?

Notice what the actual trap rule says.

It specifies:

DEXTERITY (SLEIGHT OF HAND)

It does not state that the disarm check is:

DEXTERITY USING THIEVES' TOOLS

Do not silently replace the printed check with:

A DIFFERENT ONE


PART THIRTY-FIVE — HIGHER-LEVEL POISONED NEEDLE

Levels Poison Damage Save DC
1–4 5 (1d10) 11
5–10 11 (2d10) 13
11–16 22 (4d10) 15
17–20 55 (10d10) 17

 

The table increases:

DAMAGE

and:

SAVE DC


PART THIRTY-SIX — ROLLING STONE

This is the most complex trap in the section.

DEADLY — LEVELS 11–16

but only:

NUISANCE — LEVELS 17–20

Trigger:

CREATURE MOVES ONTO PRESSURE PLATE

Duration:

UNTIL THE STONE STOPS ROLLING

 


THE STONE

A secret compartment releases a:

5-FOOT-RADIUS SPHERE OF SOLID STONE

Then:

ROLL INITIATIVE

for:

THE STONE

and:

ALL NEARBY CREATURES

The stone gets:

+8 INITIATIVE


IMPORTANT

This trap doesn't resolve as:

ONE INSTANT SAVING THROW

It becomes:

AN ACTIVE ENCOUNTER


PART THIRTY-SEVEN — THE STONE'S MOVEMENT

On its turn:

MOVES 60 FEET

in one direction.

An obstacle can:

REDIRECT ITS COURSE

 

The stone can pass through:

CREATURE SPACES

Creatures can also move through:

THE STONE'S SPACE

but treat that space as:

DIFFICULT TERRAIN


PART THIRTY-EIGHT — BEING HIT BY THE STONE

A creature must make the save when either:

THE STONE ENTERS ITS SPACE FOR THE FIRST TIME ON A TURN

or:

THE CREATURE ENTERS THE STONE'S SPACE WHILE IT IS ROLLING

Save:

DC 15 DEXTERITY

Failure:

55 (10D10) BLUDGEONING DAMAGE

and:

PRONE

 


SUCCESS

The trap description lists no damage or condition on a successful save.

So:

SUCCESS AVOIDS THE LISTED EFFECT


PART THIRTY-NINE — WHEN DOES THE STONE STOP?

It stops when it hits:

A WALL

or:

SIMILAR BARRIER

The stone can't:

TURN AROUND A CORNER

by itself.

But the SRD notes that dungeon builders can create:

CURVED PASSAGES

that allow the stone to keep moving.


PART FORTY — DETECTING THE ROLLING STONE TRIGGER

This trap uses:

STUDY

rather than Search.

Take:

STUDY ACTION

Make:

DC 15 INTELLIGENCE (INVESTIGATION)

Success:

DEDUCE THE PRESSURE PLATE'S FUNCTION

Then wedge:

AN IRON SPIKE

or similar object beneath the plate.

Result:

TRAP WON'T TRIGGER

 


PART FORTY-ONE — DESTROYING THE STONE

The stone is an actual game object.

SIZE: LARGE

AC 17

HP 100

DAMAGE THRESHOLD 10

Immunity:

POISON DAMAGE

and:

PSYCHIC DAMAGE

 


DAMAGE THRESHOLD

Remember the glossary rule.

If one attack or effect deals less than:

10 DAMAGE

the stone takes:

0 DAMAGE

If an attack deals:

10 OR MORE

it takes:

THE FULL DAMAGE

 


EXAMPLE

Attack deals:

9

Stone:

0 DAMAGE

Attack deals:

11

Stone:

11 DAMAGE

Do not subtract the threshold as if it were:

DAMAGE REDUCTION


PART FORTY-TWO — SLOWING THE STONE

Instead of attacking it:

TAKE AN ACTION

Make:

DC 20 STRENGTH (ATHLETICS)

Success:

REDUCE ITS TURN MOVEMENT BY 15 FEET

If its movement reaches:

0

the stone:

STOPS

and is no longer a threat.


EXAMPLE

Initial movement:

60 FEET

First successful slowing attempt:

45 FEET

Second:

30 FEET

Third:

15 FEET

Fourth:

0 FEET

Stone:

STOPS

This turns the trap into a teamwork problem.

One hero might:

RUN

Another might:

SLOW THE STONE

Another might:

ATTACK IT

Another might try to reach:

A SAFE SIDE PASSAGE

That is exactly the kind of:

DEADLY PUZZLE

the SRD's trap guidance encourages.


PART FORTY-THREE — SPIKED PIT

DEADLY TRAP — LEVELS 1–4

Trigger:

CREATURE MOVES ONTO PIT'S LID

Duration:

INSTANTANEOUS

It uses the same general hidden-lid structure as:

HIDDEN PIT

but places:

SHARP WOODEN OR METAL SPIKES

at the bottom.


DAMAGE

A creature falling into the 10-foot pit takes:

3 (1D6) BLUDGEONING DAMAGE

from the fall,

plus:

9 (2D8) PIERCING DAMAGE

from the spikes.


TOTAL EXAMPLE

Fall damage:

1D6 = 4

Spike damage:

2D8 = 6 + 5 = 11

Total:

4 + 11 =

15 DAMAGE

consisting of:

4 BLUDGEONING

and:

11 PIERCING

Keep the damage types separate because:

RESISTANCE

IMMUNITY

or:

VULNERABILITY

could affect them differently.


PART FORTY-FOUR — NO DEXTERITY SAVE HERE EITHER

Like the Hidden Pit, the Spiked Pit does not list:

A DEXTERITY SAVE TO AVOID FALLING

When a creature triggers the lid:

IT FALLS

Then:

DAMAGE IS RESOLVED

Do not invent a save.


PART FORTY-FIVE — DETECTING THE SPIKED PIT

Take:

STUDY ACTION

Make:

DC 15 INTELLIGENCE (INVESTIGATION)

Success:

DETECT PIT

 


DISARMING

Wedge:

IRON SPIKE

or similar object into the lid mechanism,

or hold it shut with:

ARCANE LOCK

or similar magic.


ESCAPING

As with Hidden Pit, smooth walls require:

CLIMB SPEED

CLIMBING GEAR

or:

MAGIC SUCH AS SPIDER CLIMB

The GM can make escape easier by providing:

CRACKS

for climbing.


PART FORTY-SIX — HIGHER-LEVEL SPIKED PIT

Levels Depth Damage
1–4 10 ft. 1d6 Bludgeoning + 2d8 Piercing
5–10 30 ft. 3d6 Bludgeoning + 3d8 Piercing
11–16 60 ft. 6d6 Bludgeoning + 8d8 Piercing
17–20 120 ft. 12d6 Bludgeoning + 13d8 Piercing

The SRD's static averages are respectively 3 + 9, 10 + 13, 21 + 36, and 42 + 57.


PART FORTY-SEVEN — SEARCH IS NOT THE UNIVERSAL “FIND TRAP” BUTTON

This lesson contains a very important distinction.

Several traps use:

SEARCH

with:

WISDOM (PERCEPTION)

Examples:

COLLAPSING ROOF

FALLING NET

FIRE-CASTING STATUE

POISONED DARTS

POISONED NEEDLE

But others use:

STUDY

with:

INTELLIGENCE (INVESTIGATION)

Examples:

HIDDEN PIT

ROLLING STONE

SPIKED PIT

 


WHY?

Search generally answers:

“WHAT CAN I NOTICE?”

Study generally answers:

“WHAT CAN I DEDUCE OR UNDERSTAND?”

For the hidden pit, the floor is made to look like:

NORMAL FLOOR

The character examines its construction and deduces:

THE HIDDEN LID


PART FORTY-EIGHT — NOT EVERY TRAP REQUIRES THIEVES' TOOLS

This is another major beginner assumption.

Players often think:

TRAP = THIEVES' TOOLS CHECK

But the SRD examples use many solutions:

PERCEPTION

INVESTIGATION

ARCANA

SLEIGHT OF HAND

ATHLETICS

DETECT MAGIC

KNOCK

ARCANE LOCK

IRON SPIKES

SHARP TOOLS

PLUGGING HOLES

ATTACKING AN OBJECT

or simply:

AVOIDING THE TRIGGER

So trap solving is intentionally broader than:

“THE ROGUE ROLLS THIEVES' TOOLS.”


PART FORTY-NINE — IRON SPIKES ARE SURPRISINGLY USEFUL

Several SRD traps explicitly mention:

IRON SPIKES

They can prevent:

FIRE-CASTING STATUE PRESSURE PLATE

HIDDEN PIT LID

POISONED DART PRESSURE PLATE

ROLLING STONE PRESSURE PLATE

SPIKED PIT LID

from functioning in the specified way.

This demonstrates a classic exploration principle:

ORDINARY ADVENTURING GEAR CAN SOLVE EXTRAORDINARY PROBLEMS


PART FIFTY — DETECTION DOESN'T ALWAYS MEAN DISARMING

Finding a trap answers:

“WE KNOW IT IS THERE.”

It does not necessarily answer:

“IT IS NOW SAFE.”

Consider:

POISONED NEEDLE

Detect:

DC 15 PERCEPTION

Then disarm:

DC 15 SLEIGHT OF HAND

Failure:

TRIGGERS TRAP


CONTRAST — COLLAPSING ROOF

Detect:

DC 11 PERCEPTION

Then:

CUT OR AVOID TRIP WIRE

No disarm check.

Different traps have:

DIFFERENT PROCEDURES


PART FIFTY-ONE — SOMETIMES AVOIDING IS BETTER THAN DISARMING

If the players discover a:

TRIP WIRE

they don't necessarily need to dismantle the entire mechanism.

They can often:

STEP OVER IT

or:

GO AROUND IT

The SRD explicitly allows avoidance in traps such as:

COLLAPSING ROOF

and:

FALLING NET

This encourages players to think about:

THE FICTIONAL ENVIRONMENT

rather than treating every obstacle as:

A SKILL CHECK TO DELETE


PART FIFTY-TWO — MAGIC CAN SOLVE TRAPS

Several examples explicitly interact with spells.

DETECT MAGIC

Can identify magical energy around:

FIRE-CASTING STATUE


KNOCK

Can open the lock without activating:

POISONED NEEDLE


ARCANE LOCK

Can hold shut:

HIDDEN PIT

and:

SPIKED PIT


SPIDER CLIMB

Can help escape:

PIT TRAPS

The spell doesn't need to say:

“THIS SOLVES TRAPS”

The trap entry tells you:

HOW THE EXISTING SPELL INTERACTS WITH IT


PART FIFTY-THREE — TRAPS CAN CHANGE AN ENCOUNTER WITHOUT DEALING DAMAGE

Consider:

FALLING NET

It deals:

NO DAMAGE

But a failed save gives:

RESTRAINED

Imagine monsters attack immediately afterward.

That condition can become:

EXTREMELY DANGEROUS


COLLAPSING ROOF

It deals damage, but it also creates:

DIFFICULT TERRAIN

So movement remains affected after:

THE TRAP FIRES


ROLLING STONE

It produces:

A MOVING ENVIRONMENTAL THREAT

forcing characters to reposition.

Good traps therefore don't need to exist in isolation.

They can become part of:

COMBAT


PART FIFTY-FOUR — A COMPLETE TRAP ENCOUNTER

Imagine four level 4 adventurers moving through an ancient ruin.

This is:

AN ORIGINAL EXAMPLE

using actual SRD trap mechanics.


STEP 1 — THE PARTY APPROACHES

A hidden Falling Net waits in the corridor.

A cautious Ranger says:

“I CHECK THE PASSAGE FOR TRAPS.”

GM determines the character takes:

SEARCH

Roll:

WISDOM (PERCEPTION)

DC:

11


ROLL

d20:

12

Wisdom modifier:

+2

Proficiency:

+2

Total:

16

Success.

The Ranger finds:

THE TRIP WIRE

and:

THE NET


STEP 2 — SOLVE IT

The party simply:

CUTS THE WIRE SAFELY

No additional Ability Check required.


STEP 3 — NEXT ROOM

A hidden Poisoned Needle protects a chest.

Rogue takes:

SEARCH

DC 15 Wisdom (Perception).

Total:

17

Success.

Needle discovered.


STEP 4 — DISARM

Rogue takes:

AN ACTION

Dexterity (Sleight of Hand):

DC 15

Total:

12

Failure.

Result:

THE TRAP TRIGGERS


STEP 5 — POISON SAVE

Rogue:

DC 11 CONSTITUTION

Total:

8

Failure.

Damage:

1D10 POISON

and:

POISONED FOR 1 HOUR

The exploration scene has now changed the Rogue's effectiveness because Poisoned gives:

DISADVANTAGE ON ATTACK ROLLS

and:

ABILITY CHECKS


STEP 6 — MONSTERS ARRIVE

Now the trap matters even more.

The Rogue's condition carries directly into:

COMBAT

This is how traps can make exploration and combat feel like:

ONE CONTINUOUS ADVENTURE


PART FIFTY-FIVE — ROLLING STONE AS AN ENCOUNTER

The Rolling Stone is particularly useful for teaching advanced GM adjudication.

Suppose it activates.

Stone Initiative:

D20 + 8

Fighter:

16

Wizard:

13

Stone:

18

Rogue:

21

Order:

  1. Rogue

  2. Stone

  3. Fighter

  4. Wizard


ROGUE TURN

Rogue runs:

30 FEET

away.


STONE TURN

Stone moves:

60 FEET

It enters Fighter's space.

Fighter makes:

DC 15 DEXTERITY SAVE

Failure:

10D10 BLUDGEONING

and:

PRONE


FIGHTER TURN

Rather than Dash, Fighter tries to:

SLOW THE STONE

Action:

DC 20 STRENGTH (ATHLETICS)

Success:

Stone's future movement:

60 − 15 =

45 FEET


WIZARD TURN

Wizard attacks the stone.

Spell deals:

8 DAMAGE

Damage Threshold:

10

Result:

0 DAMAGE


NEXT ROUND

Another attack deals:

18 DAMAGE

Threshold met.

Stone takes:

ALL 18 DAMAGE

This encounter combines:

INITIATIVE

MOVEMENT

SAVING THROWS

PRONE

ACTIONS

OBJECT HP

DAMAGE THRESHOLD

and:

TEAMWORK

The trap is no longer merely:

A SINGLE ROLL


PART FIFTY-SIX — COMMON BEGINNER MISTAKES

MISTAKE 1 — PUTTING TRAPS EVERYWHERE

The SRD recommends:

SPARING USE

Too many encourage excessive caution and slow play.


MISTAKE 2 — MAKING TRAPS IMPOSSIBLE TO DETECT AND ESCAPE

The SRD specifically warns that these are:

RARELY FUN


MISTAKE 3 — ASSUMING “NUISANCE” MEANS HARMLESS

It means unlikely to:

SERIOUSLY HARM

characters of the indicated level.


MISTAKE 4 — IGNORING LEVEL RANGE

A trap designed for stronger characters may be:

DEADLY

to weaker ones.


MISTAKE 5 — MAKING EVERY TRAP RESET

Only traps whose descriptions say they:

RESET

do so.

Otherwise:

INERT AFTER ACTIVATION


MISTAKE 6 — MAKING EVERY TRAP INSTANTANEOUS

Rolling Stone lasts:

UNTIL THE STONE STOPS


MISTAKE 7 — USING PASSIVE PERCEPTION AS A UNIVERSAL AUTOMATIC TRAP DETECTOR

The example traps specify particular:

SEARCH

or:

STUDY

procedures.

Use the trap's actual description.


MISTAKE 8 — USING PERCEPTION FOR EVERY TRAP

Hidden Pit, Rolling Stone, and Spiked Pit use:

INTELLIGENCE (INVESTIGATION)

with:

STUDY


MISTAKE 9 — USING INVESTIGATION FOR EVERY TRAP

Many others use:

WISDOM (PERCEPTION)

through:

SEARCH


MISTAKE 10 — THINKING EVERY TRAP REQUIRES THIEVES' TOOLS

The SRD examples demonstrate:

MANY DIFFERENT SOLUTIONS


MISTAKE 11 — ROLLING TO DISARM COLLAPSING ROOF AFTER DETECTING IT

Once found:

CUT OR AVOID WIRE

No Ability Check required.


MISTAKE 12 — FORGETTING COLLAPSING ROOF CREATES DIFFICULT TERRAIN

The rubble:

CHANGES THE AREA


MISTAKE 13 — THINKING FALLING NET DEALS DAMAGE

Its primary effect is:

RESTRAINED


MISTAKE 14 — MAKING HUGE CREATURES ROLL AGAINST THE FALLING NET

Huge or larger:

AUTOMATIC SUCCESS


MISTAKE 15 — FORGETTING AN ALLY CAN FREE A NETTED CREATURE

A creature within Reach can spend:

AN ACTION

and make the escape check.


MISTAKE 16 — FORGETTING THE NET CAN BE DESTROYED

AC 10

HP 5

with its listed immunities.


MISTAKE 17 — ADDING PB TWICE OR INVENTING TOOL PROFICIENCY ON THE FALLING NET SETUP

The trap specifically asks for:

DC 13 DEXTERITY (SLEIGHT OF HAND)

and requires possession of:

THIEVES' TOOLS

Follow exactly that procedure.


MISTAKE 18 — MAKING FIRE-CASTING STATUE ONE-USE

It:

RESETS AT START OF NEXT TURN


MISTAKE 19 — ONLY TRIGGERING IT WHEN SOMEBODY ENTERS THE PLATE

It also triggers when a creature:

STARTS ITS TURN THERE


MISTAKE 20 — USING ONLY ONE DETECTION METHOD FOR FIRE-CASTING STATUE

Its statue/glyph and its pressure plate have:

DIFFERENT INVESTIGATION OPTIONS


MISTAKE 21 — FORGETTING DETECT MAGIC

It reveals:

EVOCATION MAGIC

around the statue.


MISTAKE 22 — INCREASING FIRE STATUE SAVE DC AT HIGHER LEVELS

Its scaling table increases:

DAMAGE

and:

CONE SIZE

not the listed save DC.


MISTAKE 23 — GIVING HIDDEN PIT A DEXTERITY SAVE

None is listed.

Trigger:

FALL


MISTAKE 24 — USING SEARCH TO DETECT HIDDEN PIT

It uses:

STUDY

with:

INTELLIGENCE (INVESTIGATION)


MISTAKE 25 — ASSUMING NORMAL WALL CLIMBING IS EASY IN THE HIDDEN PIT

The walls are:

SMOOTH

and the entry gives specific escape options.


MISTAKE 26 — FORGETTING POISONED DARTS CAN FIRE MORE THAN ONCE

It can reset while it has activated:

FEWER THAN THREE TIMES


MISTAKE 27 — MAKING POISONED DARTS FIRE EVERY TIME A CREATURE STANDS ON THE PLATE

The trigger is movement onto it:

FOR THE FIRST TIME ON A TURN


MISTAKE 28 — DEALING HALF POISONED DART DAMAGE ON A SUCCESS

No half damage is listed.


MISTAKE 29 — ALWAYS FIRING ONE DART

Failure means:

1D3 DARTS


MISTAKE 30 — INCREASING POISONED DART SAVE DC AT HIGHER LEVELS

The listed scaling changes:

DAMAGE PER DART


MISTAKE 31 — THINKING POISONED NEEDLE ONLY TRIGGERS WHEN PICKING THE LOCK

It also triggers from:

FAILED DISARM ATTEMPT


MISTAKE 32 — GIVING POISONED CONDITION ON A SUCCESSFUL NEEDLE SAVE

Success gives:

HALF DAMAGE ONLY


MISTAKE 33 — FORGETTING KNOCK CAN AVOID THE NEEDLE TRIGGER

The trap specifically says:

KNOCK OR SIMILAR MAGIC

can open it safely.


MISTAKE 34 — LETTING A FAILED NEEDLE DISARM SIMPLY BE RETRIED

Failure:

TRIGGERS THE TRAP


MISTAKE 35 — MAKING ROLLING STONE A SINGLE DEXTERITY SAVE

It:

ROLLS INITIATIVE

and becomes an ongoing threat.


MISTAKE 36 — FORGETTING ROLLING STONE GETS +8 INITIATIVE

It does.


MISTAKE 37 — THINKING THE STONE'S SPACE IS IMPASSABLE

Creatures can move through it as:

DIFFICULT TERRAIN

while dealing with the trap's danger.


MISTAKE 38 — DEALING HALF ROLLING-STONE DAMAGE ON A SUCCESS

No half damage is listed.


MISTAKE 39 — FORGETTING ROLLING STONE ALSO CAUSES PRONE ON FAILURE

It does.


MISTAKE 40 — LETTING THE STONE TURN SHARP CORNERS BY ITSELF

It:

CAN'T GO AROUND CORNERS

though curved passages can redirect its path.


MISTAKE 41 — SUBTRACTING DAMAGE THRESHOLD FROM DAMAGE

Threshold 10 does not mean:

DAMAGE MINUS 10

It means:

Below threshold:

0

Threshold met:

FULL DAMAGE


MISTAKE 42 — DEALING POISON OR PSYCHIC DAMAGE TO THE ROLLING STONE

It has:

IMMUNITY

to both.


MISTAKE 43 — THINKING ONLY DAMAGE CAN STOP THE STONE

Characters can use:

DC 20 STRENGTH (ATHLETICS)

to reduce its movement.


MISTAKE 44 — GIVING SPIKED PIT A DEXTERITY SAVE

No such save is listed.


MISTAKE 45 — TREATING ALL SPIKED PIT DAMAGE AS ONE TYPE

It deals:

BLUDGEONING

and:

PIERCING

separately.


MISTAKE 46 — USING PERCEPTION FOR SPIKED PIT

Detection is:

STUDY

DC 15 INTELLIGENCE (INVESTIGATION)


MISTAKE 47 — THINKING FINDING A TRAP ALWAYS DISARMS IT

Detection and neutralization are:

DIFFERENT STEPS


MISTAKE 48 — THINKING DISARMING ALWAYS REQUIRES A ROLL

Some traps can be neutralized with:

SIMPLE PHYSICAL ACTIONS

after detection.


MISTAKE 49 — THINKING ALL TRAPS MUST BE SOLVED WITH SKILLS

Some can be solved with:

EQUIPMENT

MAGIC

POSITIONING

or:

SIMPLE AVOIDANCE


QUICK RECAP

TRAPS SHOULD BE USED

SPARINGLY

The best traps create:

BRIEF CHALLENGES

or:

DEADLY TEAMWORK PUZZLES

rather than unavoidable punishment.


EVERY TRAP HAS

SEVERITY AND LEVEL RANGE

TRIGGER

DURATION

and:

SPECIFIC EFFECTS


NUISANCE

Unlikely to seriously harm characters of:

THE LISTED LEVEL RANGE


DEADLY

Can:

GRIEVOUSLY DAMAGE

characters of that range.


COLLAPSING ROOF

DEADLY 1–4

Trigger:

TRIP WIRE

Save:

DC 13 DEX

Damage:

2D10 BLUDGEONING, HALF SUCCESS

Afterward:

DIFFICULT TERRAIN

Detection:

SEARCH — DC 11 PERCEPTION


FALLING NET

NUISANCE 1–4

Save:

DC 10 DEX

Failure:

RESTRAINED

Escape:

ACTION — DC 10 ATHLETICS

Huge+:

AUTOMATIC SUCCESS

Detection:

SEARCH — DC 11 PERCEPTION

Can also:

DESTROY NET

or:

SET THE TRAP YOURSELF


FIRE-CASTING STATUE

DEADLY 1–4

Trigger:

PRESSURE PLATE

Area:

15-FOOT CONE

Save:

DC 15 DEX

Damage:

2D10 FIRE, HALF SUCCESS

Resets:

START OF NEXT TURN

Detection can involve:

DETECT MAGIC

SEARCH

and:

STUDY


HIDDEN PIT

NUISANCE 1–4

Depth:

10 FEET

Damage:

1D6 BLUDGEONING

No listed Dex save to avoid falling.

Detection:

STUDY — DC 15 INVESTIGATION


POISONED DARTS

DEADLY 1–4

Save:

DC 13 DEX

Failure:

1D3 DARTS

Each:

1D6 POISON

Can activate:

UP TO THREE TIMES

Detection:

SEARCH — DC 15 PERCEPTION


POISONED NEEDLE

NUISANCE 1–4

Save:

DC 11 CON

Failure:

1D10 POISON + POISONED 1 HOUR

Success:

HALF DAMAGE ONLY

Detection:

SEARCH — DC 15 PERCEPTION

Disarm:

ACTION — DC 15 SLEIGHT OF HAND

Failure:

TRIGGERS TRAP


ROLLING STONE

DEADLY 11–16

NUISANCE 17–20

Initiative:

+8

Movement:

60 FEET

Save:

DC 15 DEX

Failure:

10D10 BLUDGEONING + PRONE

Object:

AC 17

HP 100

DAMAGE THRESHOLD 10

Slow:

ACTION — DC 20 ATHLETICS

Success:

MOVEMENT −15 FEET


SPIKED PIT

DEADLY 1–4

Depth:

10 FEET

Damage:

1D6 BLUDGEONING + 2D8 PIERCING

No listed Dex save to avoid falling.

Detection:

STUDY — DC 15 INVESTIGATION


PRIME HERO CHALLENGE

The heroes are exploring an ancient fortress.

Resolve each situation using only the SRD rules from this lesson.


CHALLENGE 1 — COLLAPSING ROOF

A character searches a corridor.

Wisdom (Perception):

13

DC:

11

Result:

TRIP WIRE DETECTED

Does cutting it require another check?

NO


CHALLENGE 2 — FALLING NET

A hero fails:

DC 10 DEXTERITY SAVE

Result:

RESTRAINED

An ally uses an Action and rolls:

STRENGTH (ATHLETICS) 12

DC:

10

Result:

HERO FREED


CHALLENGE 3 — HUGE CREATURE

A Huge creature triggers the Falling Net.

Save?

AUTOMATIC SUCCESS


CHALLENGE 4 — FIRE STATUE

A character starts their turn:

ON THE PRESSURE PLATE

Trap activates?

YES

Area:

15-FOOT CONE

Base save:

DC 15 DEXTERITY


CHALLENGE 5 — HIGHER-LEVEL FIRE STATUE

The GM scales the statue for levels:

11–16

Damage:

10D10 FIRE

Cone:

60 FEET

Does the scaling table raise the save to DC 17?

NO

The table doesn't say that.


CHALLENGE 6 — HIDDEN PIT

A Rogue says:

“I STUDY THE FLOOR.”

Intelligence (Investigation):

17

DC:

15

Result:

PIT DETECTED

Can an Iron Spike make it safe?

YES


CHALLENGE 7 — TRIGGERED PIT

The Rogue fails to detect it and moves onto the lid.

Does the trap call for a Dexterity save before falling?

NO

The creature:

FALLS

Base damage:

1D6 BLUDGEONING


CHALLENGE 8 — POISONED DARTS

Hero triggers the pressure plate.

Dexterity Save:

10

DC:

13

Failure.

1d3:

2

Dart damage:

5

and:

4

Total:

9 POISON DAMAGE


CHALLENGE 9 — DART SUCCESS

Another hero succeeds on:

DC 13 DEXTERITY SAVE

Damage?

NONE

No half damage is listed.


CHALLENGE 10 — POISONED NEEDLE

Character detects the needle.

Attempts to disarm:

DC 15 DEXTERITY (SLEIGHT OF HAND)

Total:

12

Result:

TRAP TRIGGERS


CHALLENGE 11 — NEEDLE SAVE

Constitution Save:

14

DC:

11

Success.

Damage roll:

7

Half:

7 ÷ 2 = 3.5

Round down:

3 POISON DAMAGE

Poisoned?

NO


CHALLENGE 12 — ROLLING STONE

Stone activates.

Initiative bonus:

+8

Movement:

60 FEET

A character enters the rolling stone's space.

Save:

DC 15 DEXTERITY

Failure:

10D10 BLUDGEONING

and:

PRONE


CHALLENGE 13 — DAMAGE THRESHOLD

Stone threshold:

10

Attack deals:

9 DAMAGE

Result:

0

Next attack:

16

Result:

16 DAMAGE


CHALLENGE 14 — SLOWING THE STONE

Three successful DC 20 Athletics checks reduce its movement from:

60 → 45 → 30 →

15 FEET

One more success:

0

Result:

STONE STOPS


CHALLENGE 15 — SPIKED PIT

A character falls into the level 1–4 Spiked Pit.

Damage:

1D6 BLUDGEONING

plus:

2D8 PIERCING

These remain:

SEPARATE DAMAGE TYPES


LESSON 97 — KEY TAKEAWAYS

Traps are most effective when they create:

DECISIONS

rather than merely:

PUNISHMENT

Remember:

THE SRD RECOMMENDS USING TRAPS SPARINGLY

TOO MANY TRAPS CAN MAKE PLAYERS OVERLY CAUTIOUS AND SLOW THE GAME

THE BEST TRAPS ARE BRIEF OBSTACLES OR DEADLY TEAMWORK PUZZLES

UNDETECTABLE AND INESCAPABLE TRAPS ARE RARELY FUN

TRAPS HAVE A SEVERITY AND LEVEL RANGE

NUISANCE AND DEADLY ARE RELATIVE TO CHARACTER LEVEL

A TRAP'S TRIGGER TELLS YOU EXACTLY WHEN IT ACTIVATES

A TRAP'S DURATION TELLS YOU HOW LONG ITS EFFECT CONTINUES

A TRAP DOES NOT RESET UNLESS ITS DESCRIPTION SAYS IT DOES

THE SRD PROVIDES EIGHT EXAMPLE TRAPS

COLLAPSING ROOF DEALS BLUDGEONING DAMAGE AND CREATES DIFFICULT TERRAIN

FALLING NET CAUSES RESTRAINED RATHER THAN DAMAGE

FALLING NET CAN BE ESCAPED OR DESTROYED

CHARACTERS CAN BUILD A FALLING NET TRAP USING ITS SPECIFIC PROCEDURE

FIRE-CASTING STATUE IS A RESETTING MAGICAL TRAP

FIRE-CASTING STATUE CAN BE INVESTIGATED THROUGH SEARCH, STUDY, OR DETECT MAGIC

ITS HIGHER-LEVEL SCALING INCREASES DAMAGE AND CONE SIZE, NOT ITS LISTED SAVE DC

HIDDEN PIT USES STUDY AND INTELLIGENCE INVESTIGATION TO DETECT

HIDDEN PIT DOES NOT LIST A DEXTERITY SAVE TO AVOID THE FALL

POISONED DARTS CAN ACTIVATE UP TO THREE TIMES

POISONED DARTS DEAL 1D3 INSTANCES OF DART DAMAGE ON A FAILED SAVE

THEIR HIGHER-LEVEL SCALING INCREASES DAMAGE PER DART

POISONED NEEDLE CAN TRIGGER WHEN ITS DISARM ATTEMPT FAILS

A SUCCESSFUL POISONED NEEDLE SAVE TAKES HALF DAMAGE BUT AVOIDS POISONED

KNOCK OR SIMILAR MAGIC CAN OPEN THE NEEDLE-TRAPPED LOCK WITHOUT TRIGGERING IT

ROLLING STONE USES INITIATIVE LIKE AN ACTIVE ENCOUNTER

ROLLING STONE HAS AC, HIT POINTS, A DAMAGE THRESHOLD, AND DAMAGE IMMUNITIES

ROLLING STONE CAN BE SLOWED WITH STRENGTH ATHLETICS

SPIKED PIT DEALS BOTH BLUDGEONING AND PIERCING DAMAGE

SPIKED PIT ALSO DOES NOT LIST A DEXTERITY SAVE TO AVOID FALLING

SEARCH IS NOT THE UNIVERSAL TRAP-DETECTION ACTION

SOME TRAPS USE STUDY AND INTELLIGENCE INVESTIGATION

THIEVES' TOOLS ARE NOT THE UNIVERSAL ANSWER TO EVERY TRAP

ORDINARY GEAR SUCH AS IRON SPIKES CAN DISARM MULTIPLE TRAP TYPES

MAGIC CAN SOMETIMES BYPASS OR NEUTRALIZE A TRAP

DETECTING A TRAP AND DISARMING IT ARE SEPARATE QUESTIONS

and most importantly:

READ THE SPECIFIC TRAP

A trap tells you:

WHEN IT TRIGGERS

WHAT ROLL IS REQUIRED

WHAT FAILURE DOES

HOW IT CAN BE DETECTED

HOW IT CAN BE NEUTRALIZED

and:

WHETHER IT CAN ACTIVATE AGAIN

The Game Master provides the danger.

The rules provide the structure.

The players provide:

THE SOLUTION


NEXT LESSON

LESSON 98 — COMBAT ENCOUNTERS, CHALLENGE RATING, AND BUILDING ENCOUNTERS

The next lesson completes the Gameplay Toolbox.

We will learn how the Game Master constructs combat encounters using:

LOW DIFFICULTY

MODERATE DIFFICULTY

HIGH DIFFICULTY

XP BUDGETS

PARTY LEVEL

NUMBER OF CHARACTERS

MONSTER CHALLENGE RATING

MULTIPLE MONSTERS

TERRAIN

DEFENSIVE POSITIONS

MIXED MONSTER GROUPS

and:

REASONS TO MOVE

After Lesson 98, we will enter the next major course section:

MAGIC ITEMS

beginning with:

LESSON 99 — MAGIC ITEM BASIC RULES

SRD 5.2.1 ATTRIBUTION

This work includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.