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<blockquote data-quote="Delgar" data-source="post: 5097204" data-attributes="member: 3195"><p>I'm in the middle of running this right now, in an online game using maptools.</p><p></p><p>I litterally left my players with a cliffhanger at the end of last session, they triggered the trap and two players are dangling over the grinding stone, one player got stabbed by the tooth.</p><p></p><p>The DC's as written are WAY too low especially for passive perceptions. Odds are you're going to have one person with a passive perception close to 20. In my group I have 2 over 20. They should supsect a trap but not walk into the room and know ABSOLUTELY everything.</p><p></p><p>I bumped all the DC's up by 5 and most of the perception DC's by 10. Even by 10 perceptive PC's still get a lot of information.</p><p></p><p>It took me several reads through to really understand the meat of the trap and how to run it. But in answer to someones question as to how they get past it. I think that if they get through the doors while the trap is active they are okay. </p><p></p><p>But if the trap has reset and they open the doors, the trap will retrigger. So, I think the only way through is while the trap is active. OF course they can also squeeze there way through the kruthik tunnel as well, so I guess it depends on what your players do.</p><p></p><p>But basically for 5 rounds while the trap is active the players will have to make checks to move, avoid pits and spikes and try to escape. IF they fail to open or break the door in 5 rounds, you can feel free to have the trap no reset if things become stagnant. I mean the trap is 1000's of years old, if it fails to reset no biggie right. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>My biggest advice is to up the DC's, as peresented they are extremely low. Even someone untrained with a low stat has a very little chance of failing any of them. But be perpared to roll with a lot of crazy ideas that your players might have on escaping the death trap.</p><p></p><p>I personally plan on having the kruthiks leaping out and hanging on to the pc's dangling above the stone making it harder for them to pull themselves up, and I'll have at least one of the kruthiks get grinded by the stone to increase the tension. But I'm also doubling the number of minions and running the game at a level higher than presented in the book.</p><p></p><p>My players are quite excited to see how it all turns out and it really was a perfect ending spot for the evening.</p></blockquote><p></p>
[QUOTE="Delgar, post: 5097204, member: 3195"] I'm in the middle of running this right now, in an online game using maptools. I litterally left my players with a cliffhanger at the end of last session, they triggered the trap and two players are dangling over the grinding stone, one player got stabbed by the tooth. The DC's as written are WAY too low especially for passive perceptions. Odds are you're going to have one person with a passive perception close to 20. In my group I have 2 over 20. They should supsect a trap but not walk into the room and know ABSOLUTELY everything. I bumped all the DC's up by 5 and most of the perception DC's by 10. Even by 10 perceptive PC's still get a lot of information. It took me several reads through to really understand the meat of the trap and how to run it. But in answer to someones question as to how they get past it. I think that if they get through the doors while the trap is active they are okay. But if the trap has reset and they open the doors, the trap will retrigger. So, I think the only way through is while the trap is active. OF course they can also squeeze there way through the kruthik tunnel as well, so I guess it depends on what your players do. But basically for 5 rounds while the trap is active the players will have to make checks to move, avoid pits and spikes and try to escape. IF they fail to open or break the door in 5 rounds, you can feel free to have the trap no reset if things become stagnant. I mean the trap is 1000's of years old, if it fails to reset no biggie right. :) My biggest advice is to up the DC's, as peresented they are extremely low. Even someone untrained with a low stat has a very little chance of failing any of them. But be perpared to roll with a lot of crazy ideas that your players might have on escaping the death trap. I personally plan on having the kruthiks leaping out and hanging on to the pc's dangling above the stone making it harder for them to pull themselves up, and I'll have at least one of the kruthiks get grinded by the stone to increase the tension. But I'm also doubling the number of minions and running the game at a level higher than presented in the book. My players are quite excited to see how it all turns out and it really was a perfect ending spot for the evening. [/QUOTE]
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