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General Tabletop Discussion
*Dungeons & Dragons
If an NPC is telling the truth, what's the Insight DC to know they're telling the truth?
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<blockquote data-quote="iserith" data-source="post: 7587661" data-attributes="member: 97077"><p>Yep.</p><p></p><p></p><p></p><p>Recently, I adapted a D&D 4e Eberron adventure to 5e with significant modifications for my regular campaign, then spun off one of the dungeons in the adventure into a one-shot that I ran with another group one night. I modified a trap included in the module and made it a choke point that connected one section of the dungeon to another. I described the environment: "The rumbling of stone upon stone [which they'd been hearing in the distance for a little while] can be heard most loudly in this area. A 10-foot-wide hallway runs 70 feet west to east lined on the north by five alcoves. In each alcove a bloody spike protrudes out of the stone. The wall to the south is carved with stylized images of fierce hobgoblin heroes masticating and devouring many-eyed, tentacled monsters. The floor is damaged and in two places (30 to 40 feet away) the tile has fallen away completely revealing a space beneath the floor."</p><p></p><p>The basic idea here is that if you step on a pressure plate adjacent to the spike, the spike shoots out of the wall, stabs you, pushes you into a pit trap, the lid of which closes again after you fall in. The floor of the pit is a rolling stone sphere with a small gap between the walls and floor. Now sealed in the pit, you are slowly ground up into a fine paste. To make matters worse, certain areas of the floor in between the alcoves would tilt, so if you tried to jump over the pressure plate and pit trap, you'd land on the tilting floor and it would potentially force you back the other way into the pressure plate or pit trap you were trying to avoid. In short, you are chewed up, swallowed, and digested.</p><p></p><p>The two groups were different players with different characters. I knew how the trap worked, but I wrote no solution. That's not my job after all. And each group overcame the challenge in their own way. My regular group thought about having the rogue try to disarm the pressure plates one by one, but were concerned about time - every 10 minutes I was rolling to see if wandering kruthiks would show up and that was five potential wandering monsters which could eat up resources they would need later. They decided to piton a rope to the wall at their end and the far end of the corridor (70 feet away) and shimmy across it. The rogue wall climbed using the carvings for grip to get to the other end, then set about affixing the rope with pitons. He got about halfway through that job when the noise attracted some ghouls which attacked the rogue while his allies were far away! So now the rope was only partially attached, meaning the other PCs could use the rope for stability, but could not climb on it. The wizard busted out a <em>Tenser's floating disk</em>, let it trail behind him, and made his way across with help from the rope (and Inspiration!) while two other party members rode it, getting off when they got to a safe spot. Then they engaged the ghouls just as the undead were dragging the unconscious rogue away. It was a great scene.</p><p></p><p>The other party decided to use 10-foot poles to push hard on the pressure plate, which would cause the spikes to shoot out quickly and retract, but they kept the pressure on the plate so it wouldn't reset. While it was "stuck," they had a PC stand on it to keep it depressed, then they'd repeat the process, essentially leapfrogging it all the way to the end. This had the benefit of keeping the party together when the ghouls showed up, so they had an easier time in that fight than the first party did.</p></blockquote><p></p>
[QUOTE="iserith, post: 7587661, member: 97077"] Yep. Recently, I adapted a D&D 4e Eberron adventure to 5e with significant modifications for my regular campaign, then spun off one of the dungeons in the adventure into a one-shot that I ran with another group one night. I modified a trap included in the module and made it a choke point that connected one section of the dungeon to another. I described the environment: "The rumbling of stone upon stone [which they'd been hearing in the distance for a little while] can be heard most loudly in this area. A 10-foot-wide hallway runs 70 feet west to east lined on the north by five alcoves. In each alcove a bloody spike protrudes out of the stone. The wall to the south is carved with stylized images of fierce hobgoblin heroes masticating and devouring many-eyed, tentacled monsters. The floor is damaged and in two places (30 to 40 feet away) the tile has fallen away completely revealing a space beneath the floor." The basic idea here is that if you step on a pressure plate adjacent to the spike, the spike shoots out of the wall, stabs you, pushes you into a pit trap, the lid of which closes again after you fall in. The floor of the pit is a rolling stone sphere with a small gap between the walls and floor. Now sealed in the pit, you are slowly ground up into a fine paste. To make matters worse, certain areas of the floor in between the alcoves would tilt, so if you tried to jump over the pressure plate and pit trap, you'd land on the tilting floor and it would potentially force you back the other way into the pressure plate or pit trap you were trying to avoid. In short, you are chewed up, swallowed, and digested. The two groups were different players with different characters. I knew how the trap worked, but I wrote no solution. That's not my job after all. And each group overcame the challenge in their own way. My regular group thought about having the rogue try to disarm the pressure plates one by one, but were concerned about time - every 10 minutes I was rolling to see if wandering kruthiks would show up and that was five potential wandering monsters which could eat up resources they would need later. They decided to piton a rope to the wall at their end and the far end of the corridor (70 feet away) and shimmy across it. The rogue wall climbed using the carvings for grip to get to the other end, then set about affixing the rope with pitons. He got about halfway through that job when the noise attracted some ghouls which attacked the rogue while his allies were far away! So now the rope was only partially attached, meaning the other PCs could use the rope for stability, but could not climb on it. The wizard busted out a [I]Tenser's floating disk[/I], let it trail behind him, and made his way across with help from the rope (and Inspiration!) while two other party members rode it, getting off when they got to a safe spot. Then they engaged the ghouls just as the undead were dragging the unconscious rogue away. It was a great scene. The other party decided to use 10-foot poles to push hard on the pressure plate, which would cause the spikes to shoot out quickly and retract, but they kept the pressure on the plate so it wouldn't reset. While it was "stuck," they had a PC stand on it to keep it depressed, then they'd repeat the process, essentially leapfrogging it all the way to the end. This had the benefit of keeping the party together when the ghouls showed up, so they had an easier time in that fight than the first party did. [/QUOTE]
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If an NPC is telling the truth, what's the Insight DC to know they're telling the truth?
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