Traps

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Traps are generally part of the terrain. Abilities, such as the Scourge [Legendary] ability, that seriously alter the terrain can affect traps at EL 10 and below. At EL 11 and above, traps are typically protected by wards or other precautions.

Traps come in two major types: Concealed Traps, the standard for a dungeon delve, and Open Hazards, which include everything from lava pits to ancient and deadly gear works. Concealed Traps follow all the normal rules for traps. Open Hazards follow these rules, with some changes, noted below.

Open Hazards

Many dungeons are dominated by enormous lava pits, sprawling spike traps, or just poor construction standards. We call these Open Hazards. Open Hazards occupy twice as many squares as other traps, are automatically detected, and cannot be disarmed, destroyed or otherwise deactivated, except where noted otherwise. Open Hazards have no recharge time. Creatures who remain in the area suffer the effect again at the beginning of their turns.

Generally, players should be able to overcome open hazards with enough preparation and knowledge. Such knowledge can usually be obtained with knowledge checks. Open Hazards can range from window dressing to brutally assured total party kills. Open Hazards that cover chokepoints or the majority of an encounter's battlefield increase the EL of the trap by at least 50% and should not be used regularly.

Triggering Traps

Detecting Traps

Disarming Traps

Destroying Traps

Breaking and Building Traps

Trap Abilities

1st Tier

2nd Tier

3rd Tier

4th Tier