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:
-
Collapsing Roof
-
Falling Net
-
Fire-Casting Statue
-
Hidden Pit
-
Poisoned Darts
-
Poisoned Needle
-
Rolling Stone
-
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:
-
Rogue
-
Stone
-
Fighter
-
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.