Trigger. A trip wire strung across a ha llway is rigged
to a la rge net. If the trip wire is broke n , t he ne t falls on
intruders. An iro n bell is als o rigged to t he trip wire. It
rings whe n the tra p activates, alerting nearby gua rds.
Effect. A net cover ing a 10 -foot-by- 10 - foo t a rea cen-
te re d o n the trip wire falls to the floor as a bell rings.
Any c reature fully with in t his a re a must s ucceed on a
DC 15 Dexte rity saving throw or be restra ined. A crea-
ture can use its actio n to make a D C 10 S treng th c heck
to try to free itself or a nother c reature in the ne t. Deal-
ing 5 slashing damage to t he ne t (AC 10 , 20 hp) a lso
frees a creature without harming the creature.
Countermeasures. A successful D C 15 Wisdom (P e r-
ception) check reveals the trip wire and the ne t. A s uc-
cessful DC 15 Dexterity check using thieves' tools dis-
a bles the trip wire w ithout caus ing the ne t to drop o r the
bell to ring; failing the check causes the trap to activate.
PITTRAP
Simple trap (level 1- 4, moderate threat)
The simplest of pit tra ps cons is ts of a 10 -foot-deep bo le
in the floor, conceale d by tatte r ed canvas tha t's covered
with leaves and di r t to look like solid ground. This ty pe
of tra p is useful for blocking off the entra nce to a mo n-
ster l a ir, and usually has narrow le dges a long its sides to
allow for move ment around it.
Trigger. Anyone who s te ps on the canvas might fall
into the pit.
Effect. The trigger ing creature mus t m a ke a DC 10
Dexte rity saving throw. On a successful save, the crea-
ture catches itself on the pit's edge or ins tinc tive ly s te ps
back. On a faile d s ave, the creature fa lls into the pit and
takes 3 (ld6) bludgeoning dama ge fr o m the fall.
Countermeasures. A successful D C 10 Wis do m (P e r-
ception) c heck reveals the presence of the canvas and
the 1-foot-w ide ledge around the edges of t he pit w he r e it
is safe to travel.
POISON NEEDLE
Simple trap (le vel 1-4, deadly threat)
A tiny, po isoned needle hidde n in a loc k is a good way
to discourage thieves fro m plundering a hoard. S uch
a tra p is us ually put in a chest or in the door to a tre a-
sure chambe r.
Trigger. Anyo ne attempting to pick o r open the lock
trigge rs the trap.
Effect. The triggering creature must m ak e a D C 20
Cons titution saving throw. On a faile d save, the creature
ta kes 14 (4d6) po is o n da ma ge and is poisone d for 10
minutes. While poiso ne d in this way, the creature is pa r-
alyzed. On a successful save, the creature ta kes ha lf as
muc h da mage a nd is n't poisone d.
Countermeasures. A s uccessful D C 20 Wis do m (P e r-
ceptio n) check reveals the needle , but only if a cha racter
ins pects the lock. A s uccessful DC 20 Dexte r ity c heck
us ing thieves' tools disable s the needle, a nd a check
with a to ta l o f 10 or lowe r trigge rs the tra p.
SCYT H ING BLADE
S imple trap (level 5 - 10 , dangerous threat)
This tr a p uses moving blades tha t s weep down through
a chamber, threatening a nyone nearby. Typically, a
scything blade tra p is activa ted by m a n ipula ting a leve r
or some othe r s imple device. Kobolds especially like this
ki nd of trap, s ince it can take down bigger c reatures.
Trigger. When the le ver is pulled, the tra p activate s.
Effect. Each Medium o r l a rger c reature in a 5 -foot-
w id e , 20 -foot-lon g area mus t ma ke a D C 15 Dexte rity
saving throw, ta king 14 (4d6) slashing da mage on a
failed save , o r half as muc h da ma ge on a succes s ful one.
Countermeasures. The lever is n't hidde n. A success-
ful DC 15 Wisdom (Pe rceptio n) check involving the
surfaces in the trap's a rea of effect r eveals scra pe marks
a nd bloodstains on the walls and floor. A successful
D C 15 Dexterity c heck us ing thieves' tools dis able s
th e leve r.
SLEEP OF AGES
Simple trap (le vel 11 - 16, d eadly threat)
When a sleep of ages trap activates, a pressure pla te
unleashes a spell tha t threate ns to send intrude r s into a
deep s lum ber. The dungeon's gua rdia ns can the n mor e
e a s ily dispose of the sleepe rs.
Trigger. Stepping on t he pressure pla te trigge rs
this tra p.
Effect. Whe n activated, this tra p casts a s leep s pell
cente re d on t he pre ssure pla te, us ing a 9 th-leve l
s pell s lot.
Countermeasures. A s uccessful DC 2 0 Wisdom (Per-
cept ion) check reveals the pressure pla te. A successful
D C 20 Intelligence (Arcana) c heck ma de within 5 feet of
the pressure pla te disables the trap, a nd a check with a
total o f (^10) or lower triggers it. A successful disp el magic
(D C 19) cast oo the pressure plate destroys the trap.
DESIGNING SIMPLE TR~~~~~ APS
Yo u can c reate your own s imple tra ps by using the fol-
low in g guide lines. You can a lso a dapt t he example trap s
for diffe rent leve ls and seve rity of threat by modifying
th eir DCs and damage values as s hown below.
PURPOSE
B e fore diving into the de tails of your trap, think about
its reason for being. Why would someone build such a
trap? What is its purpose? Cons ide r the trap's c reator (in
the ad venture), the creato r's purpose, and the location
the tra p protects. Tra ps have context in the world-they
a re n't c reate d for no re a son-and tha t context drives the
trap's nature and effects.
Descr ib ed below a re a few of the gene ra l purposes a
trap might have. Use the m to inspire the creati o n o f your
ow n traps.
Alarm. An al arm tra p is desig ne d to a lert an area's
occupants of intrude rs. It m ight cause a bell or a gong
to sound. This type of trap ra re ly involves a saving
throw, be ca use the alarm can't be avoided whe n the
trap go es off.
Delay. Some traps are de sig ned to s low down ene-
mies, giving a dungeon's inhabitants time to mount a
CHAPTER 2 I DUNGEON MASTER' S TOOLS