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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!