DDO information project/Traps and locks/1

Traps and locks home page
We are trying to accumulate information on traps and locks for Rogues to use in-game. If you are a rogue, please add whatever info you can!

Traps
This is a list of known DCs for traps. Use to help rogues know what quests they will/won't be able to disable.

If you have data on a trap that is not yet confirmed, please add the data as a new row under that trap description. If we have enough data to mathematically confirm a DC value, we will.

Here is how to determine the "suspected" range for traps (DC is the difficulty required to disarm the trap, ROLL is your modified Disable Device Roll - 1d20 plus any bonuses):

Success: DC <= ROLL

Trap's max DC is equal to or less than your modified roll. (e.g. Rolling a 31 and succeeding, means ?-31 range)

Failure: DC >= ROLL + 1 AND DC <= ROLL + 4

Trap's DC is at least 1 higher than your modified roll and at most 4 higher than your modified roll. (e.g. Rolling a 24 and failing, means 25-28 range)

Critical Failure: DC >= ROLL + 5

Trap's min DC is equal to or greater than your modified roll + 5 (e.g. Rolling a 26 and critically failing, means 31-? range)

Steal the Healing Elixir

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Quest for the Ancient Daggers

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Survive the Low Road

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The Miller's Debt

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Sewer Rescue

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A Man Named Baudry Cartamon, Part 1 - Protect Baudry's Interests

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A Man Named Baudry Cartamon, Part 3 - Retrieve the Stolen Goods

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