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[+] TRAPS! a positive thread
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<blockquote data-quote="J-H" data-source="post: 8285573" data-attributes="member: 7020951"><p>I generally don't use traps, as they often end up as rollplay instead of roleplay.</p><p>They also are risky in that they can often be a "You rolled poorly passively and didn't see the trap, so you lose hitpoints" with no interaction opportunities.</p><p></p><p>The risk of this can lead to a bunch of stuff that I consider un-fun, where the party examines every room in exhausting detail and spends hours going down a corridor. Some people like this. I'm not one of them.</p><p></p><p>I do have one spot in my current campaign that is trapped. It is obviously trapped, and it's a multi-layered trap. This is a high level party.</p><p>[spoiler="length, and if you're fighting Aztec Aaracokra, stay out"]</p><p>The entry room has a trap, with an old burnt skeleton as a strong hint that HERE BE TRAPS. From there, there's a path into a hallway with a teleportation circle across the way, and then a long hall protected by the fog from Guards & Wards, 3 pressure plates that set off a lightning bolt trap that shoots all the way down the long hall, and an intersection with a compulsion trap that sends someone either down a pit to a room where an Illusory Dragon spell is triggered, or into a room with multiple Symbol spells that will go off when viewed, and which might be lethal if someone's already taken damage or rolls poorly. The lightning bolt trap can be disabled by speaking a word in a particular language related to a wheel of colors that's clearly visible from all the way down the hall IF you are keyed into the G&W so that the fog doesn't block your vision.</p><p></p><p>After reaching the end of the hall, there's more fogged hall on one end, and then a door. If you don't speak the password when entering the room, you get zapped by a Sickening Radiance trap. Then there's a Rug of Smothering and four Helmed Horrors that can attack while people are still dealing with the trap.</p><p></p><p>After that, the rest of the living area is clear.[/spoiler]</p><p></p><p>There are multiple opportunities for interaction, for rescuing party members who are stuck or in trouble, and for folly.</p><p>The trapped area is livable, such that someone who belongs there can simply walk through it all by simply saying the same word twice based on a clear and easy to use method. </p><p>The party has the opportunity to walk away... but of course we all know they won't. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="J-H, post: 8285573, member: 7020951"] I generally don't use traps, as they often end up as rollplay instead of roleplay. They also are risky in that they can often be a "You rolled poorly passively and didn't see the trap, so you lose hitpoints" with no interaction opportunities. The risk of this can lead to a bunch of stuff that I consider un-fun, where the party examines every room in exhausting detail and spends hours going down a corridor. Some people like this. I'm not one of them. I do have one spot in my current campaign that is trapped. It is obviously trapped, and it's a multi-layered trap. This is a high level party. [spoiler="length, and if you're fighting Aztec Aaracokra, stay out"] The entry room has a trap, with an old burnt skeleton as a strong hint that HERE BE TRAPS. From there, there's a path into a hallway with a teleportation circle across the way, and then a long hall protected by the fog from Guards & Wards, 3 pressure plates that set off a lightning bolt trap that shoots all the way down the long hall, and an intersection with a compulsion trap that sends someone either down a pit to a room where an Illusory Dragon spell is triggered, or into a room with multiple Symbol spells that will go off when viewed, and which might be lethal if someone's already taken damage or rolls poorly. The lightning bolt trap can be disabled by speaking a word in a particular language related to a wheel of colors that's clearly visible from all the way down the hall IF you are keyed into the G&W so that the fog doesn't block your vision. After reaching the end of the hall, there's more fogged hall on one end, and then a door. If you don't speak the password when entering the room, you get zapped by a Sickening Radiance trap. Then there's a Rug of Smothering and four Helmed Horrors that can attack while people are still dealing with the trap. After that, the rest of the living area is clear.[/spoiler] There are multiple opportunities for interaction, for rescuing party members who are stuck or in trouble, and for folly. The trapped area is livable, such that someone who belongs there can simply walk through it all by simply saying the same word twice based on a clear and easy to use method. The party has the opportunity to walk away... but of course we all know they won't. :) [/QUOTE]
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