(Psi)SeveredHead
Adventurer
Here's a minor one from Grasp of the Emerald Claw.
[sblock]We were raiding a lost giant temple. Much fun. (In Eberron, the old giant civilization was magically powerful. If we ever saw weird magic on the continent of Xen'drik, chances are, it's giant magic.) We knew the Order of the Emerald Claw (terrorists in heavy armor) had gotten there before we did. They had stolen a powerful McGuffin from us, and we wanted it back. We thought there were going to use it to do something horribly evil in the temple. Unfortunately, our party, being unable to agree on anything, and being too smart to split up, decided to search every room in the temple. It was like playing Diablo ... in a bad way!
We knew there were Emerald Claw member and drow in the temple; the former were dangerous but the latter were wimps.
We found a promising room. There was only one door into it (a human-sized door, probably used by former elven slaves), but we believed (at the time) there was another door leading to some part of the temple we hadn't seen. Unfortunately, around the door were a bunch of dead members of the Emerald Claw, who looked a little ... dehydrated*. We could estimate the area-of-effect of the trap based on the distribution of the corpses, as my Int 17+ wizard put it
It's always nice when you have allies, but not when these allies are unknown to you and would probably do the same thing to you. Thinking it might be a magical trap, my halfling wizard character cast Detect Magic. There was an aura of necromancy so powerful my wizard couldn't have replicated it. Neither the OotEC nor the drow likely had the magical prowess to do so; it was probably a giant trap. Since I could still detect magic, the trap had probably reset. Either that, or it was powerful its "faint" aura was beyond anything I had ever seen. I'm not going in there!
We wanted to get into that room, but we were afraid of the trap. Except our paladin of the Undying Court. It was obvious he wanted to walk into the room, but that was only OOG - in-game, he said nothing more suspicious than "maybe we should try to go around it". While we were bickering, he walked into the area of effect "to see what it would do". *Sluuuuuuuurp!* Well, he lived, only because he made his save, so he took only half damage from the 15th-level Horrid Wilting effect. All of his lay on hands went into keeping himself in fighting shape, and even then he was low on hit points. We ran away, and didn't come back there for several days. (It took us that long to raid the temple.)
* In the adventure, it's actually a Wail of the Banshee trap, but the DM nerfed it, on the grounds that the trap was too powerful for a 6th-level adventure.[/sblock]
[sblock]We were raiding a lost giant temple. Much fun. (In Eberron, the old giant civilization was magically powerful. If we ever saw weird magic on the continent of Xen'drik, chances are, it's giant magic.) We knew the Order of the Emerald Claw (terrorists in heavy armor) had gotten there before we did. They had stolen a powerful McGuffin from us, and we wanted it back. We thought there were going to use it to do something horribly evil in the temple. Unfortunately, our party, being unable to agree on anything, and being too smart to split up, decided to search every room in the temple. It was like playing Diablo ... in a bad way!
We knew there were Emerald Claw member and drow in the temple; the former were dangerous but the latter were wimps.
We found a promising room. There was only one door into it (a human-sized door, probably used by former elven slaves), but we believed (at the time) there was another door leading to some part of the temple we hadn't seen. Unfortunately, around the door were a bunch of dead members of the Emerald Claw, who looked a little ... dehydrated*. We could estimate the area-of-effect of the trap based on the distribution of the corpses, as my Int 17+ wizard put it

We wanted to get into that room, but we were afraid of the trap. Except our paladin of the Undying Court. It was obvious he wanted to walk into the room, but that was only OOG - in-game, he said nothing more suspicious than "maybe we should try to go around it". While we were bickering, he walked into the area of effect "to see what it would do". *Sluuuuuuuurp!* Well, he lived, only because he made his save, so he took only half damage from the 15th-level Horrid Wilting effect. All of his lay on hands went into keeping himself in fighting shape, and even then he was low on hit points. We ran away, and didn't come back there for several days. (It took us that long to raid the temple.)
* In the adventure, it's actually a Wail of the Banshee trap, but the DM nerfed it, on the grounds that the trap was too powerful for a 6th-level adventure.[/sblock]