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Thread: Classic Trap

  1. #21
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    Re: Classic Trap

    Quote Originally Posted by oomph View Post
    but the speed of the falling doesn't change.
    there your GM is wrong.

    the damage you take is from hitting the ground. from the rapid acceleration, if the speed accumulates you must not be slowed down, ergo you do not hit the ground. max falling damage is 20d6 think abit about falling speed resistance of air etc ...
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  2. #22
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    Re: Classic Trap

    also pretty classic is the combination of a damaging heat enviorment (wall of heat, lava, etc) and an iron golem under a pit trap (to stay in the trap theme
    Where are my snacks, and where the heck is my BBQ-sauce ???
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  3. #23
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    Re: Classic Trap

    Not a D&D type trap, but interesting.

    A section of a corridor is "closed" with 2 portals. As you can guess the portals are working only if you enter them from the closed section, and from one end of the closed section, you would end up at the other end of it.

    You can't see the other end of closed corridor there (for mundane reasons), so detecting the trap is hard even after you fallen into it. Since the portal isn't "visible" but you only see the other side of the portal (you see that the corridor continues that way) it is pretty hard to find and detect the portal to begin with.

    Since there is enough magic around you, I wouldn't trust detect magic. It is pretty hard to dispel the portal (practically impossible) and at the level of PCs, it is equally hard (and even more dangerous) to try to remove the walls.

    At the portal you don't have any "SR" or "Saving throw" or anything like that.

    Even if you play a game, where some characters can "protect" an area around a symbol they draw from all teleporting and portals, and even if it can be strong enough at low level (if you choose a low radius) they often forget about such spells, since adventurers don't use them that often. (Ok, Enerla tends to draw a bit too many symbols even while adventuring)

    And while "our wizard" thinks about a way to escape the players can have a short break, which can be enough for some food, tea, etc.
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  4. #24
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    Re: Classic Trap

    if you are aware of the trap, you could just start hacking the wall away and dig your way around the portal.

    some spells might also help, example: dimensional anchor
    Where are my snacks, and where the heck is my BBQ-sauce ???
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  5. #25
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    Re: Classic Trap

    Hacking the wall away, etc wouldn't be easy and feasible in most cases, and it takes a lot of time before you become aware of the trap.

    And yes, any spells that can prevent teleporting, etc helps.
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  6. #26
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    Re: Classic Trap

    Quote Originally Posted by zergnase View Post
    if you are aware of the trap, you could just start hacking the wall away and dig your way around the portal.

    some spells might also help, example: dimensional anchor
    Hacking at the walls makes lots of noise. Noise makes monsters curious.
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  7. #27
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    Re: Classic Trap

    If there are monsters around...
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  8. #28
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    Re: Classic Trap

    yup

    which shouldnt be a problem if those portals are only one sided
    Where are my snacks, and where the heck is my BBQ-sauce ???
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  9. #29
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    Re: Classic Trap

    It is still a problem.
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