Saeviomagy
Adventurer
Actually, I wouldn't be enough of a dick to put a sphere of annihilation in a game unless there was a really, really high chance that the adventurers would know what it was.bladesong said:For those of you who would have given him a save... I suppose you could give the rogue (just because he is a rogue) a REF save to pull his hand off of the sphere of annihilation he just decided to grab because he is a "dextrous and mighty adventurer (or whatever I read earlier)", but that just seems silly. Any character, no matter how experienced can still do something stupid whether they mean to or not or even know it or not.
Why? Because it's simply not fun. It makes for a crappy gaming experience.
That said - there was a chance to avoid the trap in question, and 3d6 is unlikely to kill the rogue outright. There is another 3d6 damage trap in the book at CR 3, although it's nonlethal. I'd make this trap CR 3.
Just one last thing - your buddy did add his trap sense to the initial search rolls, right?
Finally - if he thought there were traps, why didn't he take 20 on the searches?