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59

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 ...


53

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 ...


28

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 ...


27

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 ...


23

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 ...


22

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 ...


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

On @Ahriman good answer, I want to add a third method. Split the party, not in space, but in time. When you have separate players, and the knowledge obtained by some can influence the rest, but not so much the other way around, you can make first play the latter, and then the former. In your example, you play first with the buried player. You ask him ...


18

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, ...


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

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 ...


16

I see two easy ways to handle this. Both have their advantages & disadvantages. Trust your players and just play out the scenario with everybody around the table. Keeping the actions of the trapped player unclear can help greatly (he doesn't hear the bell, but something else happens in the coffin). Meanwhile the party above ground has to locate the ...


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

After 3 rounds of study with the spell detect magic, the magic aura will be located (and it might be located on the second round if it's the only aura). Then the caster makes a Knowledge (arcana) skill check (DC 15 + spell level) to determine the spell's school then, if that check's successful, with 3 more rounds of concentration, the caster can make a ...


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 ...


14

Assuming that the information is not in the Starter set, under the racial descriptions, itself; you can download the Free Basic PDF rules here. Hidden within each of the Racial descriptions you can find the average weight of each race. There is also a table for generating weight on page 33 of the basic rules. On page 12 of the PDF you will find it says ...


13

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 ...


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

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 ...


12

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 '...


12

For the same reason anything else has an attack bonus; because it's making an attack. An attack (roll) represents something that can be foiled by a creature's Amour Class; the slash of a sword, the flight of an arrow or dart, etc., and it generally requires a creature or object that can be targeted. On the other hand, a Difficulty Class (DC) is used for ...


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

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 ...


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

No Much to sorrow of those aspiring to cartoon coyotehood, the feat Quick Draw is disappointingly specific: You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action. A character who has selected this feat may throw weapons at his full normal rate of attacks (...


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. ...


9

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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