Tag Info

Hot answers tagged

41

One important thing you're missing is that a pit trap is NOT simply a hole in the ground. From the Pathfinder SRD: Pit Trap (CR 1) Pit Trap CR 1 XP 400 Type mechanical; Perception DC 20; Disable Device DC 20 EFFECTS Trigger location; Reset manual Effect 20-ft.-deep pit (2d6 falling damage); DC 20 Reflex avoids; multiple ...


26

This totally depends on how the trap is designed! As the DM, you are the authority to which you should appeal. If you think of it before the thief starts messing with the trap (and therefore not yet indicating to you how they're approaching it and possibly biasing your choice), then you can just decide what kind of trigger this trap has. However, if you ...


19

Any character can search for traps, but only someone with the Trapfinding ability can find traps with a DC of higher than 20. Also pertinent is that only characters with the above special ability can disable magic traps with use of the disable device skill.


13

The best way for the wizard to defend a spellbook is the same as the best way for you to protect your precious computer files - have multiple backups. But, if he hasn't had time to make a copy, if he knows someone is trying to steal the book back, he wouldn't leave the book in the shop overnight. He'd keep it on himself, likely guarded by as many guards ...


12

The reading of B/X leaves it open. In the period when it was for sale I can't remember a group that allowed a thief to roll twice. This is problematic at low levels because first and second level thieves have a lower probability of finding a trap than non-thieves. A 1 in 6 chance is 16.67% while first and second level thieves have a 10% and 15% chance ...


11

The Wiz7 NPC's Magic Shop The wizard has, according to Table 4-23: NPC Gear Value (DMG 127), 7,200 gp. Assuming the magic shop's inventory is consigned instead of self-made, and he spends half his wealth to bolster his personal capabilities to improve his saving throws and Armor Class and whatever, he'll spend 3,600 gp better defending his most valuable ...


11

Here's the thing: An intelligent Wizard would realize that it's easier to play to expectations than it is to outwit them. So, here's what I would do if you dumped me into this scenario as a Level 7 Wizard. Step one: Take a back room or a corner of the basement. Use Illusory Wall to conceal it. Step two: I'm a merchant, meaning I have connections with other ...


10

I'm pretty sure the +6 is including the racial modifier. 4 skill points from ranks, 0 from intelligence and 2 from racial modifier. I'm not quite sure about the price that you've given. I think there would be ways to adjust it further downwards, but that might not be the real point in this case. Your actual question seemed to be why the kobolds seem to be ...


10

You are largely correct. When they introduced haunts in Rise of the Runelords, they were still somewhat supernatural and ill-defined, and were super fun and creepy. We all still fondly remember Foxglove Manor. As much of the 3.5/PF community is intolerant of anything that's not entirely mechanistic, however, when they re-did haunts for Pathfinder (RotR ...


9

Personally (and I insist on that point: this is only my opinion) I always ask two rolls - it would be a "find or remove traps" for me. Different reasons for that: I consider that detecting a trap and disarming it require different skills, even if there is only one skill for both in many games. The thief does not necessarily want to disarm the trap (for ...


9

To be fair to the RAW, I don't think a hole covered by branches is the kind of 'pit trap' they had in mind for the craft checks. If you look at the rules, they are specifically talking about traps in dungeons. What I believe the 250gp and craft checks are referring to are pit traps in dungeons that seemlessly integrate with the surrounding stone work. ...


8

No the 120' per 10 minute movements doesn't include searching for either traps or secret doors. On page B21 of Moldavy's Basic Rules for D&D and page B22 both actions (secret doors, traps) require search of a specific area (specified as a 10' by 10' on B19) and the search takes a turn (10 minutes) to perform. The searching referred to in the movement ...


7

Since you mentioned "canonical" sources, the D&D Wiki covers the separation and evolution of Open Locks, Find/Remove Traps and Disable Device on their Charactonomicon page, apparently part of the 3.5 Dungeonomicon Sourcebook. Additionally an article posted on the Wizard's community site, Using Traps, states: The best-case would be a thief with 18 ...


6

Am I missing something in RAW ? Not that I know of. Is this something frequently houseruled ? If so, how ? Sort of. Use DM fiat. Just pick a number of Kobolds and amount of time that seems reasonable. Off the top of my head, I would allow 12 kobolds to make an outdoor pit trap 10' deep (in dirt) in a day, or underground, in stone, in perhaps 3 ...


6

A very interesting question. I think to start we have to look at how an inhaled poison would work in the natural environment. The particles of the poison diffuse through the air until they are inhaled by the unfortunate victim. For this to occur two things have to happen. The poison has to diffuse through the air. The diffused poison has to be inhaled. ...


5

"Searching" in that context just means investigating their surroundings. It means that the DM shouldn't add extra time when the party chooses to interact with the environment, unless it ends up taking enough time that the party is prevented from making forward progress during that Turn. It means there's room within that movement speed for quick, narrated ...


5

There's a fundamental assumption error here. High level D&D parties, especially ones with access to 9th level spells don't need to ever enter dungeons unless it is for their own amusement. We begin by articulating strategies of 18th level casters faced with an imposing dungeon: Their central strategy is to force the "defenders" to emerge from behind ...


5

You might want to look at the Grimtooth's Traps series.... Lots of various puzzle-traps and situations with trap-like effects. A wide variety of different levels of lethality, required player and/or character ability to overcome, and wonderful illustrations and excellent descriptions.


5

The italian version of the AD&D Player Handbook explicitly states that you need two separate rolls. Pag 56 (roughly translated): To find a trap, the thief must be able to manipulate the item which contains it. Usually the DM rolls the dice secretly... [...] Once found, the trap must be disarmed. This roll requires 1d10 round. If he ...


5

The Short Answer Yes, it's possible to carry Sandstorm's moondust in a flask. Yes, it's possible to use it as a thrown splash weapon. No, it won't induce suffocation; it'll just make your enemies filthy. The Long Answer Sandstorm's moondust (23) is a hazard, like green slime (DMG 76) and anchor mists (Du 140). You can no more weaponize moondust than you ...


5

The advice I give in this circumstance, and the method I use, is to allow level 1 and level 2 thieves to use the default 1-in-6 for detect, and the 10% or 15% for removal only. The thing is, Moldvay's rules are pretty requisite on application of common sense. And common sense is that rolling to detect should be a single try, succeed or fail, so use the ...


4

First I would like to say that if you have a shovel (and optionally a ladder), you can easily say you have the right tools for the job and tack a +2 circumstance bonus onto that. With even one kobold adding on your average (integer) roll is 22 (8+2+2). Plus, the SRD states: Particularly simple traps, such as pit traps, might have a greatly reduced ...


4

I highly recommend the fourthcore alphabet. It is a series of tables with random base types and special properties yielding thousands of combinations. The two relevant sections are "T is for Traps" and "P is for Puzzles". There's also a wealth of other information in there that could be used as inspiration for puzzles. I've drawn countless ideas from this ...


4

You are right, the stat block is a bit weird. I'd suggest using the trap as presented in the Dungeon Master's Guide. It is also the current version in DDI, so it is easily arguable to be the "correct" version. Here are a few of the things from the original that were changed (for the worse IMHO). Perception: No check is required to see the sphere Arcana ...


4

I strongly recommend Masterplan as it's a fantastic encounter and scenario planner well integrated with 4e mechanics. I've used it myself quite successfully.


4

Passive perception checks are made when the DM knows that the PCs are in a position to notice something and wonders if they actually do. This will depend on the trap. Obviously, if the trap is not yet visible from where a PC stands, it doesn't matter how close they are – they don't get a roll or passive check yet. This is covered in the DMG (original ...


4

Are you in a large city or a small village? If you're in a large city, how would you keep something valuable safe in the real world? Pay someone with a lot more resources than you to keep it safe: put it in a safe deposit box. Think Harry Potter & Gringotts; that vault was locked up tight. But, more likely, you're in a small village, such things are ...


3

Using it the right way, it should be possible (even ones made with an arcanovi). What does Koschbasalt? Koschbasalt absorbs magic, so if you entomb a magic trap or at least cover the magic muzzle with a thick enough Koschbasalt wall, it should absorb the ignifaxius or whatever spell you want to fire. But that means, you have to know that there a trap is, ...


3

It requires two separate rolls AD&D 2E PH Electronic Edition (from Master Tools CD), Thief Skills explanations: Normally, the DM rolls the dice to determine whether the thief finds a trap. If the DM says, "You didn't find any traps," it's up to the player to decide whether that means therare no traps or there are traps but the thief didn't see ...


3

It doesn't have to be spellcasting to have a "magical" effect. A little reflavoring can help tremendously to make originally magical effects the results of elaborate clockwork mechanisms, alchemical substances or liquid/gaseous/powdered poisons. Pathfinder has some pretty nice rules to construct and design traps and cursed items and with a little ...



Only top voted, non community-wiki answers of a minimum length are eligible