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Traps in 13th Age
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<blockquote data-quote="Gorgon Zee" data-source="post: 6307563" data-attributes="member: 75787"><p><strong>Some of my Traps</strong></p><p></p><p>I have used traps quite a bit in my 13th Age sessions. Here are some examples:</p><p></p><p><strong>During Encounters</strong></p><p><strong></strong></p><p>A pool of acid with some invisible "monkey bars" over the top of them was one trap/hazard that worked well, as they needed negotiating during a combat where monsters turned up on both sides of the pool. This simple trap/hazard did damage and made the combat nastier if the players ended on the wrong side ...</p><p></p><p>I just ran a combat yesterday on the back of a Koru Behomoth named "Snorter". If you fumbled an attack, it irritated the creature, and the player had to balance a small wooden figure (meeple) on the back of a D&D turtle-like figure I had lying around. If you knocked any meeples off, you took that many d6 damage as the behemoth snorted in annoyance and rippled the ground under you.</p><p></p><p><strong>Straight Nastiness</strong></p><p><strong></strong></p><p>My group enjoys a long, drag down, Fort-Apache-The-Bronx style session where you gets lot of damage and the goal is to not run out of recoveries. I adapted a module for a slog through a winter climate -- some battles, some skills, but also some falling off rotten logs or into hunter's traps. </p><p></p><p>I also impose long-running conditions on players. For example, a fire trap made people's faces look awful, giving a -2 on any social interactions until the next full heal-up. Traps that cause disease are also fun.</p><p></p><p><strong>Add Complications</strong></p><p><strong></strong></p><p>Rather than damaging players, consider traps that damage the plot! Part of my players' goal yesterday was to grab some documents from a group of diabolists riding on the behemoth. The documents were trapped with two effects: First, the thief was subjected to a sleep attack (and went down). That required his accomplice to carry him away to safety quickly while the diabolists remained distracted. Worse though was that the writings faded -- they can now only be restored by a very clever master thief; the party will now have to both find one and pay for him to restore the scrolls.</p><p></p><p><strong>Icon Related</strong></p><p><strong></strong></p><p>If someone gets a 5 result, and I have something good I want to give for a 6, I occasionally throw in a penalty as a balance (for the 5) and traps can be good for that. The druid shows you a short-cut to your goal, but it's used by trappers and has some ranges on it. The emperor's seneschal lets you choose any item from the armory, but warns that some of them haven't been de-trapped since the castle was liberated from the enemy.</p></blockquote><p></p>
[QUOTE="Gorgon Zee, post: 6307563, member: 75787"] [b]Some of my Traps[/b] I have used traps quite a bit in my 13th Age sessions. Here are some examples: [B]During Encounters [/B] A pool of acid with some invisible "monkey bars" over the top of them was one trap/hazard that worked well, as they needed negotiating during a combat where monsters turned up on both sides of the pool. This simple trap/hazard did damage and made the combat nastier if the players ended on the wrong side ... I just ran a combat yesterday on the back of a Koru Behomoth named "Snorter". If you fumbled an attack, it irritated the creature, and the player had to balance a small wooden figure (meeple) on the back of a D&D turtle-like figure I had lying around. If you knocked any meeples off, you took that many d6 damage as the behemoth snorted in annoyance and rippled the ground under you. [B]Straight Nastiness [/B] My group enjoys a long, drag down, Fort-Apache-The-Bronx style session where you gets lot of damage and the goal is to not run out of recoveries. I adapted a module for a slog through a winter climate -- some battles, some skills, but also some falling off rotten logs or into hunter's traps. I also impose long-running conditions on players. For example, a fire trap made people's faces look awful, giving a -2 on any social interactions until the next full heal-up. Traps that cause disease are also fun. [B]Add Complications [/B] Rather than damaging players, consider traps that damage the plot! Part of my players' goal yesterday was to grab some documents from a group of diabolists riding on the behemoth. The documents were trapped with two effects: First, the thief was subjected to a sleep attack (and went down). That required his accomplice to carry him away to safety quickly while the diabolists remained distracted. Worse though was that the writings faded -- they can now only be restored by a very clever master thief; the party will now have to both find one and pay for him to restore the scrolls. [B]Icon Related [/B] If someone gets a 5 result, and I have something good I want to give for a 6, I occasionally throw in a penalty as a balance (for the 5) and traps can be good for that. The druid shows you a short-cut to your goal, but it's used by trappers and has some ranges on it. The emperor's seneschal lets you choose any item from the armory, but warns that some of them haven't been de-trapped since the castle was liberated from the enemy. [/QUOTE]
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