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The Gloves Are Off?
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<blockquote data-quote="jgsugden" data-source="post: 8871470" data-attributes="member: 2629"><p>I think this is on the DM. When there are traps to be found that require specific things, you need to think like the trap maker and set up a circumstance where the PCs will trigger it specifically. Then, set up the PCs to specify the action that triggers it. It is also best to give them some hints as to the elements of the trap in advance, like encountering the poison elsewhere in an inert state before they encounter it in active use.</p><p></p><p>DM: "As you scout the room you approach the chest ... (checking passive perception and investigation and finding them insufficient to find the trap). You see an oily film on the chest similar to the last one. However, this one has a bluish tint to it where the last one had a red tint. On a close glance, it has the same series of disguised bumps on it hidden in the oily substance." </p><p></p><p>Player: "OK, I do that same thing as last time - I remove my gloves and slide my finger along the trim and count the series of bumps."</p><p></p><p>DM: "As you run your fingers along the oily substance you encounter bumps like before, but they seem smaller, as if worn off by more use. It is harder to read them. You can either give mre a sleight of hand or a perception roll."</p><p></p><p>Player: "18 Sleight."</p><p></p><p>DM: "The bumps do not make sense to you as you move your fingers ... but you realize it may not just be the chest. Your finger is going numb. Roll me a sweet, sweet Constitutaion Saving throw. Poison effect."</p><p></p><p>Player: "%@#. 9."</p><p></p><p>DM: "You find the entire hand has gone numb and your arm is following suit. (Pause for framatic effect and to give the PC a chance to call out if they desire - they do not think to do so.) Within seconds you feel your legs go to jelly and you collapse to the floor, paralyzed. Then, the chest sproute legs and opens to reveal two arms that wield blades. The chest leans over your collapsed form and begins to attack."</p><p></p><p>Player: "%@#. Does anyone hear anything from the other room?"</p><p></p><p>DM: "You're down a hallway and behind a closed door. DC 25 Perception. Anyone?"</p><p></p><p>Other players: "Nope. Sorry."</p><p></p><p>DM: "One crit and one hit. 7 piercing and give me another Consitution Saving Throw for the crit ..."</p><p></p><p>Player: "9?"</p><p></p><p>DM: "36 poison more. 4 piercing for the other blade. Another Constitution saving throw?"</p><p></p><p>Player: "9."</p><p></p><p>DM: "17 poison more. As the blades sink into your helpless body you feel your heart struggling to beat. How many hps do you have left?"</p><p></p><p>Player: "13. Do I get another save?"</p><p></p><p>DM: "This appears to be a similar poison to the vial you found earlier. As you discovered then - no. Once they fail the save, the paralysis sticks for around a minute. However, the PCs get another perception check."</p><p></p><p>Other PCs: "No 25s."</p><p></p><p>DM: "It attacks again. Two hits. More than 13 damage. You lose conciousness."</p><p></p><p>*****************</p><p></p><p>This, of course, doesn't always work. Sometimes the players blurt out something before I can set it up. If that happens, I give the players the benefit of the doubt when they tell me they wore gloves and I take a note on what I think I might have been able to do to avoid the overstep in the future.</p></blockquote><p></p>
[QUOTE="jgsugden, post: 8871470, member: 2629"] I think this is on the DM. When there are traps to be found that require specific things, you need to think like the trap maker and set up a circumstance where the PCs will trigger it specifically. Then, set up the PCs to specify the action that triggers it. It is also best to give them some hints as to the elements of the trap in advance, like encountering the poison elsewhere in an inert state before they encounter it in active use. DM: "As you scout the room you approach the chest ... (checking passive perception and investigation and finding them insufficient to find the trap). You see an oily film on the chest similar to the last one. However, this one has a bluish tint to it where the last one had a red tint. On a close glance, it has the same series of disguised bumps on it hidden in the oily substance." Player: "OK, I do that same thing as last time - I remove my gloves and slide my finger along the trim and count the series of bumps." DM: "As you run your fingers along the oily substance you encounter bumps like before, but they seem smaller, as if worn off by more use. It is harder to read them. You can either give mre a sleight of hand or a perception roll." Player: "18 Sleight." DM: "The bumps do not make sense to you as you move your fingers ... but you realize it may not just be the chest. Your finger is going numb. Roll me a sweet, sweet Constitutaion Saving throw. Poison effect." Player: "%@#. 9." DM: "You find the entire hand has gone numb and your arm is following suit. (Pause for framatic effect and to give the PC a chance to call out if they desire - they do not think to do so.) Within seconds you feel your legs go to jelly and you collapse to the floor, paralyzed. Then, the chest sproute legs and opens to reveal two arms that wield blades. The chest leans over your collapsed form and begins to attack." Player: "%@#. Does anyone hear anything from the other room?" DM: "You're down a hallway and behind a closed door. DC 25 Perception. Anyone?" Other players: "Nope. Sorry." DM: "One crit and one hit. 7 piercing and give me another Consitution Saving Throw for the crit ..." Player: "9?" DM: "36 poison more. 4 piercing for the other blade. Another Constitution saving throw?" Player: "9." DM: "17 poison more. As the blades sink into your helpless body you feel your heart struggling to beat. How many hps do you have left?" Player: "13. Do I get another save?" DM: "This appears to be a similar poison to the vial you found earlier. As you discovered then - no. Once they fail the save, the paralysis sticks for around a minute. However, the PCs get another perception check." Other PCs: "No 25s." DM: "It attacks again. Two hits. More than 13 damage. You lose conciousness." ***************** This, of course, doesn't always work. Sometimes the players blurt out something before I can set it up. If that happens, I give the players the benefit of the doubt when they tell me they wore gloves and I take a note on what I think I might have been able to do to avoid the overstep in the future. [/QUOTE]
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