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<blockquote data-quote="Pielorinho" data-source="post: 25621" data-attributes="member: 259"><p>Hopefully your player isn't reading this, because I'm gonna suggest a rat-bastard trick you can use to catch this techie rogue.</p><p></p><p>In your campaign world, trapmakers probably know that for every trap, there's someone who can disable it, and that trap disablers have an infuriating tendency to go adventuring with tombraiders and the like. So occasionally, they'll design a trap like this:</p><p></p><p>Poison_Needle, Search DC 25, DD DC 25: poison needle coated with contact venom, activated when chest is opened.</p><p>Falling Ceiling Block: Search DC 35, DD DC 20: when poison needle trap is disabled, it triggers a complex mechanism that drops the ceiling onto a 10' square centered on the poison needle. Reflex save for partial damage</p><p></p><p>When the PC originally searches for traps, have him only discover the needle; require a second search check if he wants to look for more traps. </p><p></p><p>The trapmaker's goal is mostly psychological: if there are several traps like this in the dungeon, she figures, the tombraiders are less likely to be cocky about having disabled a trap, and less likely to proceed.</p><p></p><p>Use variants on this one-two punch for extreme paranoia. For example, I once had a room trapped with pressure plates (Search DC 15), which didn't activate anything; the real pressure plates (Search DC 30) were located in between the dummy ones, and caused the room to seal and flood. The PCs felt awful clever about carefully tiptoeing between the pressure plates they discovered -- for about two seconds, until they heard the twin clicks of doors snicking shut.</p><p></p><p>Daniel</p></blockquote><p></p>
[QUOTE="Pielorinho, post: 25621, member: 259"] Hopefully your player isn't reading this, because I'm gonna suggest a rat-bastard trick you can use to catch this techie rogue. In your campaign world, trapmakers probably know that for every trap, there's someone who can disable it, and that trap disablers have an infuriating tendency to go adventuring with tombraiders and the like. So occasionally, they'll design a trap like this: Poison_Needle, Search DC 25, DD DC 25: poison needle coated with contact venom, activated when chest is opened. Falling Ceiling Block: Search DC 35, DD DC 20: when poison needle trap is disabled, it triggers a complex mechanism that drops the ceiling onto a 10' square centered on the poison needle. Reflex save for partial damage When the PC originally searches for traps, have him only discover the needle; require a second search check if he wants to look for more traps. The trapmaker's goal is mostly psychological: if there are several traps like this in the dungeon, she figures, the tombraiders are less likely to be cocky about having disabled a trap, and less likely to proceed. Use variants on this one-two punch for extreme paranoia. For example, I once had a room trapped with pressure plates (Search DC 15), which didn't activate anything; the real pressure plates (Search DC 30) were located in between the dummy ones, and caused the room to seal and flood. The PCs felt awful clever about carefully tiptoeing between the pressure plates they discovered -- for about two seconds, until they heard the twin clicks of doors snicking shut. Daniel [/QUOTE]
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