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Traps preview

jaelis

Oh this is where the title goes?
So the whirling blades trap goes off. The rogue runs over to the control panel to try to disable it, and needs to make six successes? Wouldn't that take at least six rounds? Pretty nasty if its in the middle of a fight with other beasties too.

But speeding up the blades on a failure is priceless...


EDIT:
Here's the link: http://www.wizards.com/default.asp?x=dnd/4pr/20080509a

And the plain text:
One wrong step in an ancient tomb triggers a series of scything blades that cleave through armor and bone. The seemingly innocuous vines that hang over a cave entrance grasp and choke at anyone foolish enough to push through them. A narrow stone bridge leads over a pit filled with hissing, sputtering acid. In the D&D game, monsters are only one of many challenges that adventurers face.

If it can hurt the party, but it isn't a monster, it's either a trap or a hazard.

Trap or Hazard?

What's the difference between a trap and a hazard? Traps are constructed with the intent to damage, harry, or impede intruders. Hazards are natural or supernatural in origin, but typically lack the malicious intent of a trap. Though both feature similar risks, a pit covered with a goblin-constructed false floor is a trap, while a deep chasm between two sections of a troglodyte cave constitutes a hazard.

Traps tend to be hidden, and their danger is apparent only when they are discovered with keen senses or a misplaced step. The danger of a hazard is usually out in the open, and its challenge determined by the senses (sometimes far too late) or deduced by those knowledgeable of the hazard's environs.

The common link between traps and hazards revolves around peril -- both to adventurers and monsters. Because of this similarity, traps and hazards feature similar rules, conventions, and presentations.

And, here are three traps for your perusal:

Whirling Blades Level 5 Obstacle
Trap XP 200
Blades rise out of hidden compartments and spin wildly across the chamber.
Trap: A whirling blades contraption emerges and spins like a top, moving its speed in a random direction and attacking each round.

Perception
DC 22: The character notices trigger plates around the chamber.
DC 27: The character notices the hidden control panel.

Initiative +7 Speed 4

Trigger
When a character moves into a trigger square, the whirling blades contraption emerges and attacks.

Attack
Standard Action Close burst 1
Targets: All creatures in burst
Attack: +10 vs. AC
Hit: 3d8+3 damage

Countermeasures
A character can engage in a skill challenge to deactivate the control panel. DC 22 Thievery. Complexity 2 (6 successes before 3 failures). Success disables the trap. Failure causes the whirling blades to act twice in the round (roll a second initiative for the trap).
A character can attack the whirling blades contraption (AC 16, other defenses 13; hp 55; resist 5 all) or the control panel (AC 14, other defenses 11; hp 35; resist 5 all). Destroying either disables the entire trap.

Flame Jet Level 8 Blaster
Trap XP 350
Two hidden nozzles let loose a blast of flame.

Trap: When the trap is triggered, two hidden nozzles in the walls attack each round on their initiative.

Perception
DC 24: The character notices the nozzles.
DC 28: The character notices the control panel on the far side of the room.

Initiative +5

Trigger
When a character enters the blast area of one of the flame jets, it makes its first attack as an immediate reaction. It then rolls initiative, attacking each round.

Attack
Immediate Reaction or Standard Action Close blast 3
Targets: All creatures in blast
Attack: +11 vs. Reflex
Hit: 3d8+4 fire damage and ongoing 5 fire damage (save ends).
Miss: Half damage, no ongoing damage.

Countermeasures
An adjacent character can disable one flame jet with a DC 24 Thievery check.
A character can engage in a skill challenge to deactivate the control panel. DC 28 Thievery. Complexity 1 (4 successes before 2 failures). Success disables the trap. Failure causes the control panel to explode (close blast 3, 3d8 + 4 damage to all creatures in blast) and the trap remains active.

Upgrade to Elite (700 XP)
Increase the Perception and Thievery checks by 2.
Increase the number of nozzles to 6, or to 3 with a larger area of close blast 5.


Soul Gem Level 26 Solo Blaster
Trap XP 45,000

A strange, many-faceted gem in the center of the chamber suddenly emits blasts of blinding light.

Trap: This fist-sized cut crystal is often embedded in a statue or placed on a pedestal in the center of a room. When a creature steps within 5 squares of the soul gem, it starts emitting blasts of radiant power from its many facets.

Perception
DC 29: The character spots the strange gem.
Additional Skill: Arcana
DC 33: The character recognizes the soul gem.

Initiative +8

Trigger
When a creature moves within 5 squares of the soul gem, it rolls initiative and attacks.

Attack
Standard Action Close blast 5
Targets: All creatures in blast
Attack: +29 vs. Fortitude
Hit: 4d10 + 5 radiant damage and ongoing 5 radiant damage and stunned (save ends).
Aftereffect of stun: Dazed (save ends).
Special: Each round, roll 1d8 to determine the direction of the blast. The blast is centered on one square of the gem's space, starting with the north square and moving clockwise around the gem's space.

Countermeasures
A character can engage in a skill challenge to detach the soul gem from its socket and thereby disable it. DC 37 Thievery. Complexity 1 (4 successes before 2 failures). Success detaches the gem and disables the trap. Failure causes the gem to explode (close burst 8, 4d10 + 5 radiant damage and stunned (save ends) to all creatures in burst).
A character can attack the gem (AC 33, other defenses 29; hp 100; resist 15 all). When reduced to 0 hit points, the gem explodes in a close burst 8, as above. Destroying the gem disables the trap.
 
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Rogue: "Hang on, almost got it... *click* Oh, crap."
Trap: Bzzzzzz!!
Fighter: "Why do we bring the rogue along again?"
Rogue: "I'm helping, dangit!"
 

I was kinda disappointed that the way to get around all three traps was either 'use Thievery' or 'attack it'. They were really talking up about how traps wouldn't necessitate a rogue with disable device, that the other party members would have ways to get involved, etc. I'm just kinda disappointed to see that those other ways all essentially involve attacking it (which wasn't even possible against one of the traps).

But that might have just been a problem with my expectations than what they executed with traps.

I do think they look better than the traps in 3E, but just not what I was hoping for.
 


One thing I did like was how there was an "elite" version of the flame jet trap, so you can select the trap that has just the right amount of influence on the map that you're looking for.

I dig it.
 

Bishmon, completely agree. This type of situation seems like fun (thief trying to get critical number of successes as party is damaged by trap along with maybe fighting other stuff), but I'm also disappointed with the lack of variety in the countermeasures and the set up of the traps themselves.

The "Soul Gem" trap sounds cool, but it just does radiant dmg and stun at level 26 (yes, could be nasty when you're fighting other things at the same time). And the countermeasure is the same as the lower level traps -- thievery skill challenge or attack it. This could get old. How about “Arcane 25” – allows you to read the ancient script on the statue which indicates how to proceed. If you communicate this knowledge, next successful thievery check counts as 2 successes, etc.

Still optimistic. Maybe we'll get more variety with the full set and we see other types of traps other than "blaster" and "obstacle”, and more inventive countermeasure scenarios.
 

bert1000 said:
The "Soul Gem" trap sounds cool, but it just does radiant dmg and stun at level 26 (yes, could be nasty when you're fighting other things at the same time).

Its a solo trap so fighting at the same time would rather be an exception than the rule.
Also it seems to be quite hard to spot a huge pedestal with a fist sized gem in the middle of the room. And if that DC is just for recognizing that the gem is bad then this trap only works once in the entire career of a adventurer as after that he will know that fist sized gems in the middle of a room means trouble (If the adventure isn't already paranoid enough about such things and automatically suspects a trap).
 

Did anyone notice that it is practically impossible to be hit by the flame jets once you know they are there?

It attacks as a reaction, not an interrupt. So you can move through the area and, unless you are really slow, it won't burst until after you have cleared the area. Even slow creatures could run through it (a 4-square speed creature can run 6 squares as part of the triggering action, easily avoiding multiple flame jet traps). :rolleyes:

After the first round it starts bursting on initiative, which means the PCs only have to watch it, get the timing down, and then move through it with ease.

I'm sure if you have enough flame jets covering a large enough area, somebody is bound to get burned by them.

Also, I'm confused by the number of jets (particularly where it says to increase them). Does it get a seperate attack for each jet? If so, does it cover a 3x3 area PER jet? Why is that considered one trap and not two?
 
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More inventive than disable or break it? Those are your only options of stopping a trap.

The inventive part comes in AVOIDING the trap. Which you can't simply plop out numbers for or say "use skill X".
 

Another thing, why would a character use a DC28 skill challenge to disable the flame jets with a chance of failure and damage when he can use a DC 24 skill check to disable the jets with no negative effects when he fails?

Edit: although the danger of failure might be part of the skill description.
 
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