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The Flint Irregulars, whose portraits you may have seen
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<blockquote data-quote="Ajar" data-source="post: 6099618" data-attributes="member: 85901"><p>Second session in the ziggurat on Friday went much better. I was a lot more descriptive about the traps, and while the players still didn't think to try any non-skill check interactions with the traps, I think that's okay -- they did describe their skill checks in world terms, and sooner or later one of them will make a Perception check high enough to be tipped off to the hooks that are built in to each trap, and once that happens they'll start thinking about the other ones. </p><p></p><p>They continued their exploration of the eastern passage, displaying a surprising amount of paranoia about what could be behind the double doors on the western route. They were very concerned about why the archaeologists or Cauis' expedition would have bothered to close the doors behind them. I hadn't intended to make them paranoid (all I said was "You find no traps, but no traps go off..."), but I did take a certain perverse enjoyment in blasting them with fire traps, crushing them with illusory falling rock traps, tricking them with illusory bottomless pit traps, and stabbing them with spear traps... all the while chuckling to myself about how they had chosen this path versus the puzzle/encounter that's behind the double doors, which would have been trivial to solve for my party of 5 that includes 3 engineers possessing or working on postgraduate degrees. <img src="http://www.enworld.org/forum/images/smilies/devil.png" class="smilie" loading="lazy" alt=":devil:" title="Devil :devil:" data-shortname=":devil:" /></p><p></p><p>The dungeon has proven to be quite well-designed so far, and my players are really enjoying the fact that I set up dynamic lighting for the dungeon map in MapTool, so areas are revealed automatically as they move their tokens, depending on what kind of light source the PC is carrying and what kind of vision they have. </p><p></p><p>Roll20 recently added dynamic lighting as a beta feature, and once it's stable we'll most likely switch over. Roll20 is a lot less fiddly than MapTool, and I have plenty of art assets for it courtesy of having been a TableTop Forge Kickstarter backer (they ended up merging). </p><p></p><p>*</p><p></p><p>The encounter with the bizarre creatures in the illusory bottomless pit trap room was very interesting. Bela was the only one who failed his save, and so he believed he was falling. None of the PCs attempted to disbelieve the trap initially, so they just let Bela fall and continued fighting the monsters in the increasingly small amount of available floor space. It wasn't until Viveen was crawling along the wall (and getting stabbed by spear traps) that it occurred to her that the floor might not be real. A Dungeoneering check suggested that the chamber was improbably constructed, opening up Wisdom checks for everyone to disbelieve the trap. Bela was very relieved to realize he was just lying prone on the floor and not one round of psychic damage from being KOed and gaining a mind scar from Distant Madness. <img src="http://www.enworld.org/forum/images/smilies/devil.png" class="smilie" loading="lazy" alt=":devil:" title="Devil :devil:" data-shortname=":devil:" /> <img src="http://www.enworld.org/forum/images/smilies/devil.png" class="smilie" loading="lazy" alt=":devil:" title="Devil :devil:" data-shortname=":devil:" /></p></blockquote><p></p>
[QUOTE="Ajar, post: 6099618, member: 85901"] Second session in the ziggurat on Friday went much better. I was a lot more descriptive about the traps, and while the players still didn't think to try any non-skill check interactions with the traps, I think that's okay -- they did describe their skill checks in world terms, and sooner or later one of them will make a Perception check high enough to be tipped off to the hooks that are built in to each trap, and once that happens they'll start thinking about the other ones. They continued their exploration of the eastern passage, displaying a surprising amount of paranoia about what could be behind the double doors on the western route. They were very concerned about why the archaeologists or Cauis' expedition would have bothered to close the doors behind them. I hadn't intended to make them paranoid (all I said was "You find no traps, but no traps go off..."), but I did take a certain perverse enjoyment in blasting them with fire traps, crushing them with illusory falling rock traps, tricking them with illusory bottomless pit traps, and stabbing them with spear traps... all the while chuckling to myself about how they had chosen this path versus the puzzle/encounter that's behind the double doors, which would have been trivial to solve for my party of 5 that includes 3 engineers possessing or working on postgraduate degrees. :devil: The dungeon has proven to be quite well-designed so far, and my players are really enjoying the fact that I set up dynamic lighting for the dungeon map in MapTool, so areas are revealed automatically as they move their tokens, depending on what kind of light source the PC is carrying and what kind of vision they have. Roll20 recently added dynamic lighting as a beta feature, and once it's stable we'll most likely switch over. Roll20 is a lot less fiddly than MapTool, and I have plenty of art assets for it courtesy of having been a TableTop Forge Kickstarter backer (they ended up merging). * The encounter with the bizarre creatures in the illusory bottomless pit trap room was very interesting. Bela was the only one who failed his save, and so he believed he was falling. None of the PCs attempted to disbelieve the trap initially, so they just let Bela fall and continued fighting the monsters in the increasingly small amount of available floor space. It wasn't until Viveen was crawling along the wall (and getting stabbed by spear traps) that it occurred to her that the floor might not be real. A Dungeoneering check suggested that the chamber was improbably constructed, opening up Wisdom checks for everyone to disbelieve the trap. Bela was very relieved to realize he was just lying prone on the floor and not one round of psychic damage from being KOed and gaining a mind scar from Distant Madness. :devil: :devil: [/QUOTE]
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