
It’s obviously not a one-true-way thing, but it can also be a self-diagnostic tool: If it would be pointless for a trap to exist if the PCs automatically spotted it, that may be a good indicator that the trap isn’t interesting enough.) (This conceit is probably underused in D&D. This is actually an open pit, demonstrating that a trap doesn’t necessarily need to be hidden in order to pose a dilemma for the PCs to overcome. The spike trap also has an ongoing effect: We know it has a delayed reset because Satipo, Indy’s companion, triggers it while running back down the corridor later. The spikes contain the corpse of a former explorer, telling the story of what has happened in this dungeon before. (Player expertise trumps character expertise and bypasses the normal mechanic.) Indy “disables” this trap by triggering it in a controlled way. Somehow triggered by interrupting a beam of sunlight, this is clearly a magical trap and you’ll need to use your Intelligence (Arcana) skill to detect it. Next up is a spike trap that shoots out from the wall to impale its unlucky victims.
#Arc raiders of the lost arc how to
In D&D we might imagine swapping these out for giant spiders, but it’s really not necessary: What you have here are a bunch of spiders crawling over the PCs and they need to figure out how to get them off before getting bitten and poisoned. Rather than simply dealing damage, it instead releases monsters for Indy to deal with. It’s also, perhaps surprisingly, a dynamic trap. This an example of a naturally occurring trap (as opposed to one that was built). The first trap we see are the cobwebs filling the entrance.

So, bearing in mind The Principle of Using Linear Mediums as RPG Examples, let’s take a look at what makes the sequence work. Almost certainly the most famous sequence featuring traps is the beginning of Raiders of the Lost Ark.
