Traps¶
Traps¶
Detect and disarm dungeon traps
Traps — Dungeon Hazards
Traps are hidden dangers in dungeons and restricted
areas. Detect them before they trigger, or disarm
them for XP.
COMMANDS:
detect Perception check for traps
disarm <trap> Dexterity check to disarm
DETECTION:
Roll: Perception/3 + Trapfinding skill vs DC
Failing to detect means the trap triggers on entry.
DISARM:
Roll: Dexterity/3 + Trapfinding skill vs DC
Success: trap neutralized, XP earned (15-25)
Failure: trap triggers immediately
TRAP TYPES:
Bear Trap DC 20/20 15 dmg pierce
Tripwire DC 25/30 0 dmg alarm
Pressure Plate DC 30/35 20 dmg pierce
Pit Trap DC 30/25 25 dmg prone
Poison Dart DC 35/40 15 dmg poison
Fire Jet DC 35/45 30 dmg burn
Swinging Blade DC 40/50 35 dmg wound
Alarm Bell DC 20/15 0 dmg alarm
DC format: Detect DC / Disarm DC
EFFECTS:
alarm — alerts nearby guards
poison — ongoing damage over time
prone — knocked down, must stand
TIP: Rogues and characters with Trapfinding skill
are best at handling traps. Always detect first!