Page 209 - Adventurer's Warrant

20th Nov 2012, 6:00 AM
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Adventurer's Warrant
Average Rating: 5 (2 votes)
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Author Notes:

Newbiespud 20th Nov 2012, 6:00 AM edit delete
Newbiespud
I know far too many DMs who'd leave the door unlocked and pack no less than three different deadly, undetectable, unavoidable magical traps behind it.

123 Comments:

Raxon 20th Nov 2012, 6:03 AM edit delete reply
Raxon
That sounds like a good idea for storytime!

Let's hear stories about when your DM or players set some kind of devious, insidious trap!
TheStratovarian 20th Nov 2012, 6:16 AM edit delete reply
The best traps, are ones you can't disable, only spring safely with specialized items. One example. Our group was going into a vampire mage's lair. (ECL 18 fight) The vampire, being aware that any slayer after him would be living, coated the entire place with a high damage contact con poison. Bad roll would cripple the fighters if they failed, kill the rest of the party. One simple spell. Detect Life, was tied to a simple spell, gust of wind. (a defens