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Help Me Trap This Temple
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<blockquote data-quote="DarkKestral" data-source="post: 4488025" data-attributes="member: 40100"><p>Give 'em a classic gas trap. However, make the gas apparent on first notice.. no DC to notice... basically it should just fill a portion of the room and obscure sight.. and do a bit of damage per round if they don't get down on the ground. Then use a couple of pit traps that require getting up into the gas-filled area in order to disable. So they can either choose to take some a point or two of damage per round and not risk any extra, or choose not to take that damage and risk having huge chunks of their health taken out if they trigger a pit trap. However this might be for a bit higher level group than you have. If they're lucky and have the right stuff on hand, (like one of those amulets in 1st-3rd eds that let you live in environments that would otherwise kill you, or a ritual with similar effects) they can pretty much bypass it entirely.)</p><p></p><p>Another area would be to have some of the items in the lower levels be on disease-carrying corpses. This way, they can choose to not take the item, if so, they don't get the sweet item.. but if they do, then they've got to make rolls to see if they get the disease.</p><p></p><p>Another thought: water... on the lower levels you could have some areas that are basically filled with dark, muddy water that you can't easily see into. Not only would this water be stagnant and probably pretty disgusting, but water that had sat like that for so long would probably be pretty prone to having lots of diseases.</p><p></p><p>Rechan: I'd think of adding some plant-like monsters... plants are surprisingly hardy, and a lot of them can survive where animals can't. Plus, everyone loves old jungle temples that are covered in plant life...</p></blockquote><p></p>
[QUOTE="DarkKestral, post: 4488025, member: 40100"] Give 'em a classic gas trap. However, make the gas apparent on first notice.. no DC to notice... basically it should just fill a portion of the room and obscure sight.. and do a bit of damage per round if they don't get down on the ground. Then use a couple of pit traps that require getting up into the gas-filled area in order to disable. So they can either choose to take some a point or two of damage per round and not risk any extra, or choose not to take that damage and risk having huge chunks of their health taken out if they trigger a pit trap. However this might be for a bit higher level group than you have. If they're lucky and have the right stuff on hand, (like one of those amulets in 1st-3rd eds that let you live in environments that would otherwise kill you, or a ritual with similar effects) they can pretty much bypass it entirely.) Another area would be to have some of the items in the lower levels be on disease-carrying corpses. This way, they can choose to not take the item, if so, they don't get the sweet item.. but if they do, then they've got to make rolls to see if they get the disease. Another thought: water... on the lower levels you could have some areas that are basically filled with dark, muddy water that you can't easily see into. Not only would this water be stagnant and probably pretty disgusting, but water that had sat like that for so long would probably be pretty prone to having lots of diseases. Rechan: I'd think of adding some plant-like monsters... plants are surprisingly hardy, and a lot of them can survive where animals can't. Plus, everyone loves old jungle temples that are covered in plant life... [/QUOTE]
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