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3rd Edition Dungeons & Dragons

Spells Per Day
d20-xml Monster Manual
Room Furnishings
Alignment
The Wizard
Campaign Outline
Adventure Outline
Mapping
Glory
Foreshadowing
NPCs
Consequences
Traps
Encounters
Monsters

Traps

Traps

Give the adventurers a chance! Always identify the trigger and for death traps always provide a way out. The Disable Device check is the mechanic that provides the escape but have a description in mind. Page 119 of the DMG has guidelines stating that the "DC to find a trap or to disable it is generally 20 + the dungeon level."

  • A non-Rogue has no chance of finding the trap with a DC higher than 20.
  • A Rogue would need a 5 or higher from a maxed out Search (net +3 above the character level/dungeon level), +5 from dexterity, +2 from a magic item, +2 from a feat, and +2 from some running enchantment on average.
  • Traps that require an 11 on a d20 check (50:50) are very deadly. To find and disable the trap a Rogue would need two 11s.

Using traps too often can ruin the dramatic effect and slow down the pace of the adventure. A villain typically inhabits the complex so it is unrealistic that they would have a trap on every door active all the time. Catch the party off guard. Think outside the box! Put traps in areas where they will least expect them. The party wins initiative, charges across the room to face their arch-villain, and discover they rushed an illusion. Fiendish Death Trap!

Traps outside the dungeon:

  • The sinkhole in Potter's field or the weak (or weakened) floor in the abandoned warehouse. Pit trap!
  • Contact Poison swiped on the handle of a door during a chase or on mug of ale in the tavern.
  • Contact Poison placed on the corners of a book.
  • Bucket of acid propped up on top of a door.
  • Building rigged to collapse or catch fire.
  • A barrel is released and pendulums across the bar striking an unruly patron.
  • Poisoned Caltrops placed on the floor, road, or forest path.
  • Tripwire strung across the road causing a panel with short sharpened sticks to flip up or shoot towards a victim. Spear Trap!
  • Terrain near a cliff or ridge can collapse to make slides and chutes.
  • Loadstones (magnets) structures that attract metal trapping armored adventurers.
  • Net Snares or Bear Traps on foot paths.
  • Dumping a pile of logs or avalanches of rock.
  • A log pendulums through the forest striking an adventurer like a battering ram.
  • Tree limb tied back ready to snap the unaware adventurer.

Other tips on trap brainstorming: Puzzles, Poisons, Equipment, Random Traps, Tricks



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