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Last night I ran my PCs through a slightly modified version of Goodman
Games' "The Sunless Garden" (replacing the bugbears with Clan Moulder
skaven and some of the big lunk humanoids and owlbears with rat ogres).
At one point a party rogue found a trap and failed to disable it. She
failed several times in a row and finally failed by more than 5 points,
suffering the trap's effects.
Check this out:
Poison Needle Trap: CR 3; mechanical; touch trigger, one shot only; lock
bypass (Open Lock DC 28); Atk +22 melee; Dmg poison (DC 23 Fort save or
2d6 permanent Con from lethal nerve agent; Search DC 28; Disable Device
DC 28 (break needle tip).
Rogue took 9 points of permanent Con loss, and the party cleric was able
to identify the poison with a Heal check roll of 35. This triggered a
round of discussion with the players about the lethality of the trap vs.
its CR. I compared it to the sample traps from the DMG and thought it
was obviously more powerful than they were, more like a CR 8 or 9 trap.
This still isn't too far above the party's power level (average party
level is about 8, and the rogue could have disarmed the trap on a die
roll of 12 or higher). It was the only threatening encounter in the
room, so it wasn't IMO so much overpowered as under-CRed.
What do you all think?
- Ron ^*^
Last night I ran my PCs through a slightly modified version of Goodman
Games' "The Sunless Garden" (replacing the bugbears with Clan Moulder
skaven and some of the big lunk humanoids and owlbears with rat ogres).
At one point a party rogue found a trap and failed to disable it. She
failed several times in a row and finally failed by more than 5 points,
suffering the trap's effects.
Check this out:
Poison Needle Trap: CR 3; mechanical; touch trigger, one shot only; lock
bypass (Open Lock DC 28); Atk +22 melee; Dmg poison (DC 23 Fort save or
2d6 permanent Con from lethal nerve agent; Search DC 28; Disable Device
DC 28 (break needle tip).
Rogue took 9 points of permanent Con loss, and the party cleric was able
to identify the poison with a Heal check roll of 35. This triggered a
round of discussion with the players about the lethality of the trap vs.
its CR. I compared it to the sample traps from the DMG and thought it
was obviously more powerful than they were, more like a CR 8 or 9 trap.
This still isn't too far above the party's power level (average party
level is about 8, and the rogue could have disarmed the trap on a die
roll of 12 or higher). It was the only threatening encounter in the
room, so it wasn't IMO so much overpowered as under-CRed.
What do you all think?
- Ron ^*^