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Why do (non-deadly) traps exist in your campaign?
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<blockquote data-quote="JackOfAllTirades" data-source="post: 6795125" data-attributes="member: 6790063"><p>I like to find unusual purposes for traps that aren't necessarily fatal. Case in point: the "Offering Chest."</p><p></p><p>Raiding a cultist temple, the PCs happen upon a large chest labeled "offerings." Opening the chest activates a permanent Mass Suggestion spell which compels everyone present to give all their material wealth (weapons, armor, magic items, equipment, etc.) to the temple, and then leave. (Wisdom Save, I forgot the DC.)</p><p></p><p>This could have been fatal if the whole party failed their saving throws, then met someone hostile on their way out, but that didn't happen. Half of them saved, half of them put all their stuff in their chest and left the room. Then the others retrieved their gear (after bypassing a rather simple mundane lock and trap on the chest) and returned it to them later. </p><p></p><p>It turned out to be a major nuisance, but the PCs found out where the cult's money was coming from....</p></blockquote><p></p>
[QUOTE="JackOfAllTirades, post: 6795125, member: 6790063"] I like to find unusual purposes for traps that aren't necessarily fatal. Case in point: the "Offering Chest." Raiding a cultist temple, the PCs happen upon a large chest labeled "offerings." Opening the chest activates a permanent Mass Suggestion spell which compels everyone present to give all their material wealth (weapons, armor, magic items, equipment, etc.) to the temple, and then leave. (Wisdom Save, I forgot the DC.) This could have been fatal if the whole party failed their saving throws, then met someone hostile on their way out, but that didn't happen. Half of them saved, half of them put all their stuff in their chest and left the room. Then the others retrieved their gear (after bypassing a rather simple mundane lock and trap on the chest) and returned it to them later. It turned out to be a major nuisance, but the PCs found out where the cult's money was coming from.... [/QUOTE]
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Why do (non-deadly) traps exist in your campaign?
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