Traps with bypasses

Paul Grogan

First Post
2 questions. I have a trap with a bypass, but the bypass is in another room. If the PC's search this second room, they find the bypass, but they wont know what it is will they. Should I just describe some kind of hidden switch and if they want to pull it they can, but they wont know what it does?

Also, and this is really bugging me now, I sat down with my DMG2 last night as I wanted some more ideas for basic traps like the ones in DMG, and the only ones I could find were the special traps. I'm pretty sure I have read (and own), a book with lots of extra traps, like the ones in DMG, laid out the same, and its a WotC book too. Anyone any ideas?
 

log in or register to remove this ad


I think that is the right approach with any kind of switch when found.
I also think that if someone attempts Disable Device on that trap, and they have previously seen that switch, they should have a much improved chance of figuring out the working of the trap, as they have a substantial hint. You have to take the approach that disabling a trap using the skill is somewhat abstract, which I think is reasonable, given that magical traps can be disabled, for one thing.
 

If the dungeon is populated, the simple solution is for some of the intelligent denizens to be carrying clues in the form of scribbled notes. I.e. "Memo: The lever in the south pantry needs oiling. We lost three minor minions last week in the fourth corridor because the mechanism didn't reset properly."
 

William_2 said:
You have to take the approach that disabling a trap using the skill is somewhat abstract, which I think is reasonable, given that magical traps can be disabled, for one thing.

I read somewhere, or someone I know says they read somewhere that disabling a magic trap involves sensing where it is, noticing very fine runes and then covering over or scratching out just the right areas of it to stop it working.

I've gone with that since, and it works fine. Not needed, you could just roll and say "its disabled", but it always puzzled me how they exactly did disable a magic trap.
 

Paul Grogan said:
Should I just describe some kind of hidden switch and if they want to pull it they can, but they wont know what it does??

That's the way I'd do it.

I like MarkB's idea as well, though I think I'd leave the players some room for incorrect guesswork. :D
 

Remove ads

Top