DDO information project/Traps and locks/2

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)

The Kobold's New Ringleader

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Durk's Got a Secret

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Walk the Butcher's Path

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Stealthy Repossession

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The Sunken Sewer

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Waterworks, Part 1 - The Kobold's Den: Clan Gnashtooth

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Waterworks, Part 2 - The Kobold's Den: Rescuing Arlos

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Catacombs, Part 2 - Return to the Sanctuary

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Catacombs, Part 3 - The Old Archives

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Durk's Got a Secret

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Walk the Butcher's Path

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The Sunken Sewer

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Waterworks, Part 1 - The Kobold's Den: Clan Gnashtooth

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The Catacombs, Part 1 - The Friar's Niece

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The Catacombs, Part 2 - Return to the Sanctuary

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