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58

How do the Kobolds remember which parts are trapped? Basically, this answer is about weaving the Kobold's own marking system into the narrative. It does assume you draw your own maps and don't use Dungeon Tiles or anything. Obtain 6 or so pretty looking symbols (they don't need to have meaning, but if they look Draconic it's bonus awesome) Mark every ...


50

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

Many of the rune/glyph type spells, being writing-based, exist for this exact reason. Can you read the manuscript or ancient lettering? Do you care to? Explosive runes and Sepia snake sigil are the classic ones here, but you could easily mod a glyph of warding or symbol to say "when read," etc. to go off. Your average barbarian isn't going to bother to ...


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 ...


24

Setting aside the utility of relegating most passive searching to passive perception and allowing active searching to find a trap that you already have evidence for, most traps and hazards in 4e really don't care about being detected. (This answer is inspired by a now defunct blog post about applying super meat boy to D&D traps (look at the second ...


20

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.


20

RAW the Rogue does receive the benefits of Expertise to his passive. A passive check is a special kind of ability check that doesn’t involve any die rolls. Such a check can represent the average result for a task done repeatedly, such as searching for secret doors over and over again, or can be used when the DM wants to secretly determine ...


19

Don't make it a trap. Instead, have a bejewelled chamber with a button on the inside. "Do not press." the button reads. Let their curiosity do the rest. Make a prop of the button on the table, and have it be invitingly easy to press. Beyond that, this "hilarious" trap seems mostly tedious. The character's reward for not treating every step like it has ...


17

Consider, rather than flat out not allowing Disable Device to work at the trap site, to have it work both at the trap and the breaker box. But make the breaker box DC considerably lower. (Say, by 5-10 points of so) It allows for more flexibility, isn't as more annoying for the Rogue anda actually grants some additional choices into the encounter: risk the ...


16

Although the clever suggestions so far here are fun and useful, it's important to observe that most low INT/WIS characters have high physical attributes. So my favorite wizard trap is a simple pit trap within an anti-magic aura. Any physical type can climb/jump out easily, but the wizard is stuck. One campaign, I used a deep pit trap. The fighter, rogue, ...


15

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 ...


15

This answer basically trades significant amounts of out-of-game prep-time in order to save in-game play-time. For a variety of reasons (but mostly because it’s horribly tedious), I have only used it a few times. The idea is to mark traps on the grid, and then cut up post-it notes and cover the markings. Have to make sure you have sufficiently-opaque post-it ...


14

Smart people can "trap" themselves if they find a problem, puzzle, interesting enough that they want to figure out how or why something exists. Example: Why is the pool of fresh water here in the middle of the desert with no discernible means of refilling? Maybe there is a stone pedestal with a bowl shaped depression carved into it, which would imply ...


13

You are correct that the rules assume that Disable Device checks are typically done at the site of the trap. D&D traps pretty much always assume that traps are things that can be disabled at the trap. That said, I don't think there'd be any problems with just saying that you need to use disable device on a breaker box nearby or something. It wouldn't ...


12

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 ...


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

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 ...


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

I did something like this for a specific large passage in a dungeon in my game, the solution that worked well for me was to have trap placement dictated by a hidden pattern At first it might seem like this would be too obvious, but you'd be surprised how difficult it is to work out a pattern when you don't even know if there is a pattern in the first place, ...


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 ...


10

I think you're confusing two types of traps. The bear trap is, if you'll excuse me being deliberately confusing for a moment, not a Trap. It is a piece of equipment that happens to have 'trap' in the name. The rules for trapmaking are not intended for building bear traps any more than they're intended for building Bridgets. Traps are not something you ...


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 ...


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 ...


8

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

Mechanical Trap Minimum Cost It doesn't look like you're pricing that trap correctly. Here's from the mechanical trap rules: The base cost of a mechanical trap is 1,000 gp. Apply all the modifiers from Table: Cost Modifiers for Mechanical Traps for the various features you’ve added to the trap to get the modified base cost. The final cost is ...


8

I've used a "Minesweeper" strategy for this to good effect. To use @Lunin's example: |T 3 T| | T | |T 4 T| | T | |T 4 T| | T ========= |T 4 T T T | T 4 T 4 T 4 T |T 3 T T T =============== Instead of the numbers, I drew a star-like pattern with a point pointing toward a trap (and a dot in the center if that square was ...


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 ...


7

One idea is a mesmerizing puzzle, perhaps painted or carved on a wall. Those that fail a save are mentally trapped trying to solve the puzzle. Perhaps some type of Hypnotism or Suggestion spell effect would work nice and probably require a Will save. In 4e just figure out a level appropriate attack against Will defense. You could then do all kinds of fun ...


7

tldr; You could say that ingested poisons work in water similarly to the way inhaled poisons work on land. 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 ...


7

First Things First While it might be hilarious to poison the PCs to death and reincarnate them as fuzzy animals, I urge against it. In my experience, such events are seldom as funny at the table as they were when imagined. I suggest instead a supernatural poison (perhaps inhaled) that as its damage inflicts an effect like baleful polymorph. This is much ...



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