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3 years ago ::
Oct 26, 2010 - 12:38PM
#1
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Date Joined:
Jul 21, 2004
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Trapmaking Complexity: Varies. The PCs may choose to create a more elaborate trap prior to making any skill checks. Level: Varies. The PCs may choose to create a more effective trap prior to making any skill checks. Victory: A PC may trigger the trap as a minor action once during the encounter to kill a monster or monsters equal in XP value to the skill challenge. The monsters affected must be the level of the challenge or lower. Defeat: The trap does not kill its targets, but has a lesser effect such as dazing or pushing them, decided by the DM. In addition, the number and choice of targets is determined randomly and can include the characters. The effect may also be delayed or premature.
Know Thy Enemy (DC Varies, one use only): Appropriate knowledge checks (Arcana, Dungeoneering, and Nature) or considering the thought processes of one's foes (Insight) allows the selection of materials and tactics appropriate to the monsters (+2 bonus to next skill check). Applying misinformation runs the risk of an ineffective trap. (-1 penalty to next skill check).
Select Materials (DC Varies, one use only): Appropriate knowledge checks (Arcana, Dungeoneering, and Nature) allow the selection of materials and locations appropriate to the environment (+2 bonus to next skill check). In accurate knowledge can be worse than no knowledge at all (-1 to next skill check).
Set Up (DC Varies): Placing the snares, triggers, and implements of the trap takes a mixture of delicate handling (Thievery) and concentrated effort (Athletics) (one success). Carelessness in this aspect of the creation will have consequences (one failure).
Camouflage (DC Varies): A hidden trap (Stealth) or one set amongst decoys (Bluff) is more effective (one success). On the other hand, inept subterfuge can draw unwanted attention (one failure).
If the creatures in question are particularly perceptive or imperceptive, the DM might decide that Hard or Easy DCs are appropriate for the Setting Up and Camouflage checks. If the environment or monsters are particularly common or unusual, the DM might decide that Hard or Easy DCs are appropriate for the Know Thy Enemy and Selecting Materials checks.
Note that success can be achieved through either Set Up or Camouflage or both.
DMG1 guidelines for secondary skills apply.
This skill challenge is meant to handle the hasty design and implementation of one or a very few improvised, low-cost traps just prior to an encounter. This does not represent setting up an entire booby-trapped room or well-crafted, professionally-made traps composed of high-quality materials.
The time taken can be on the order of minutes. Higher-level or higher-complexity traps take the same amount of time, but the risk of failure goes up.
[N]o difference is less easily overcome than the difference of opinion about semi-abstract questions. - L. Tolstoy
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