Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > Dungeon Fantasy Roleplaying Game

Reply
 
Thread Tools Display Modes
Old 10-20-2017, 08:51 PM   #1
Dalin
 
Join Date: Dec 2009
Location: Saint Paul, MN
Default Magical traps (spoilers)

Spoilers from "I Smell a Rat" below.

The Rune-Limned Gallery. When it says "Resists Dehydrate-15 with HT," does this mean that I roll against skill 15 to see what the margin of success was? And then compare that to the character's margin of success on their HT roll? Do I roll again for each character who triggers the trap? If I roll a failure (16+), then I assume the character automatically resists, regardless of their HT roll.

How often does a trap like this trigger? My initial assumption is that it's "always on" and invokes against anyone in the hallway each second. This is pretty brutal, though, so then I wondered if I was misunderstanding something. Just once per character? Just once per minute? If you are knocked unconscious, will it strike again each second until you're completely desiccated? If your move is too slow to make it in one turn, do you get hit twice? The Traps book says that traps that automatically rearm themselves take 1dx10 seconds to rearm. This is obviously for mechanical traps, not magical ones, so I'm guessing this isn't applicable here. Just curious how others are handling this, and how other groups have navigated it.

Thanks, all!
Dalin is offline   Reply With Quote
Old 10-20-2017, 09:35 PM   #2
Rasputin
 
Rasputin's Avatar
 
Join Date: Jan 2005
Location: Minneapolis, MN, USA
Default Re: Magical traps (spoilers)

Quote:
Originally Posted by Dalin View Post
The Rune-Limned Gallery. When it says "Resists Dehydrate-15 with HT," does this mean that I roll against skill 15 to see what the margin of success was? And then compare that to the character's margin of success on their HT roll? Do I roll again for each character who triggers the trap? If I roll a failure (16+), then I assume the character automatically resists, regardless of their HT roll.
Yes. Quick Contest of HT vs. Dehydrate-15, which means exactly what you wrote.
Quote:
Originally Posted by Dalin View Post
How often does a trap like this trigger? My initial assumption is that it's "always on" and invokes against anyone in the hallway each second. This is pretty brutal, though, so then I wondered if I was misunderstanding something.
It is indeed always on, though it's obvious to everyone that something is up, according to its Detect line. You can maybe do a "Triggers on 1-4 on 1d for each delver" if you think it's too nasty, but they are forewarned.
__________________
Cura isto securi, Eugene.

My GURPS blog.
Rasputin is offline   Reply With Quote
Old 10-20-2017, 11:58 PM   #3
Kromm
GURPS Line Editor
 
Kromm's Avatar
 
Join Date: Jul 2004
Location: Montréal, Québec
Default Re: Magical traps (spoilers)

Always on but not each second. Each trip through requires one resistance roll. You can crawl through, run through, walk in and stay there, or whatever and be affected just once . . . but if you walk out either end, then you have to resist again the next time you enter. Think of the whole corridor as a cursed item that affects you once per touch.

And yes, resistance works as it would for a Resisted spell (Spells, p. 14) cast at skill 15 and resisted by HT.
__________________
Sean "Dr. Kromm" Punch <kromm@sjgames.com>
GURPS Line Editor, Steve Jackson Games
My LiveJournal [Just GURPS News][Just The Company]
Kromm is offline   Reply With Quote
Old 10-21-2017, 04:22 AM   #4
finn
 
finn's Avatar
 
Join Date: Aug 2004
Location: Tokyo, Japan
Default Re: Magical traps (spoilers)

I understood that it was suppose to trigger each trip up or down, but when I run it, I changed it to affect only once a day, so the delvers will not have to roll to resist on the way home.

I winged it because they were quite resource limited on their way home. (Another way to change it is that it only affect on the way down, but not the way up.)
Though you could argue that they should have thought about the trap and left enough resources, what's the fun in rolling for resistance, and maybe collapsing, on your way home?
__________________
Just finished running a GURPS Runal game in 4e.
finn is offline   Reply With Quote
Old 10-21-2017, 11:37 AM   #5
evileeyore
 
evileeyore's Avatar
 
Join Date: Jul 2006
Location: 100 hurricane swamp
Default Re: Magical traps (spoilers)

Quote:
Originally Posted by finn View Post
Though you could argue that they should have thought about the trap and left enough resources, what's the fun in rolling for resistance, and maybe collapsing, on your way home?
Sometimes getting home is half the adventure.


Though in this case I agree, it probably would have only been a needless complication at the end of the run.
__________________
Feel free to steal, borrow, fold, spindle, mutilate any rule, advantage, etc I come up with it.
evileeyore is offline   Reply With Quote
Old 10-21-2017, 02:35 PM   #6
Astromancer
 
Astromancer's Avatar
 
Join Date: Jul 2007
Location: North Carolina
Default Re: Magical traps (spoilers)

I like my magical traps simple. The whole hall feels magical, equally magical. The open pits are covered by illusions.

Distraction traps that pull the groups attention elsewhere so they don't see what happened to their team mate, are lovely too.
__________________
Per Ardua Per Astra!


Ancora Imparo
Astromancer is offline   Reply With Quote
Old 10-21-2017, 05:03 PM   #7
Bruno
 
Bruno's Avatar
 
Join Date: Sep 2004
Location: Canada
Default Re: Magical traps (spoilers)

My group exorcised the runes when they ran into them. I called that "effective" because they're Evil runes, of course you can exorcise them... but I only let that disable them for 24 hours.
__________________
All about Size Modifier; Grand Unified Hit Location Table
A Wiki for my F2F Group
Bruno is offline   Reply With Quote
Old 10-21-2017, 06:42 PM   #8
Refplace
 
Refplace's Avatar
 
Join Date: Nov 2008
Location: Oklahoma City, OK
Default Re: Magical traps (spoilers)

Quote:
Originally Posted by Bruno View Post
My group exorcised the runes when they ran into them. I called that "effective" because they're Evil runes, of course you can exorcise them... but I only let that disable them for 24 hours.
Perfect application of Rule Zero.
__________________
Looking for group in my area
REFPLace GURPS Landing Page
My List of GURPS You Tube videos (plus a few other useful items)
Refplace is offline   Reply With Quote
Old 10-21-2017, 07:06 PM   #9
Dalin
 
Join Date: Dec 2009
Location: Saint Paul, MN
Default Re: Magical traps (spoilers)

Quote:
Originally Posted by Bruno View Post
My group exorcised the runes when they ran into them. I called that "effective" because they're Evil runes, of course you can exorcise them... but I only let that disable them for 24 hours.
My group doesn't have a wizard or any thaumatology skill, so I was planning to follow that route if the cleric or holy warrior wants to tackle it. Something like a cursed hallway.

I was also thinking that if Ælin Rocktalker (Delvers, p. 3) wanted to pour a lot of FP into Shape Earth, he might do enough damage to permanently destroy the magic of the runes. It's not clear how steep the arch is above, but let's say the walls are each 8x20 feet, or a total of 320 square feet (for two walls) or 46,080 square inches. A 6 FP (x6 multiplier for worked stone) casting of Shape Earth can manage 46,656 cubic inches, so Ælin could, ostensibly, smear the walls to an inch deep. I'd probably require at least double that (those runes have deep roots). I'm not entirely clear on whether he would have to be walking down the hallway in order to do this, which would also mean that he would likely get hit by the spell once, taking a pile of damage.

I don't even know if he'll go for it, but I'd be up for letting him give it a shot. If it feels too easy, the Peshkali could launch a preemptive strike or when the spell finally fails, it might have a final spasm that increases its area of effect or causes a tremor/rockfall or some other excitement.

Fun!
Dalin is offline   Reply With Quote
Old 10-21-2017, 09:16 PM   #10
Kromm
GURPS Line Editor
 
Kromm's Avatar
 
Join Date: Jul 2004
Location: Montréal, Québec
Default Re: Magical traps (spoilers)

Quote:
Originally Posted by Bruno View Post

My group exorcised the runes when they ran into them. I called that "effective" because they're Evil runes, of course you can exorcise them... but I only let that disable them for 24 hours.
That's what the groups at Gen Con did, too! And yes, I let it work. They're not just Evil Runes, but sell-your-soul-to-the-Devil Evil runes.
__________________
Sean "Dr. Kromm" Punch <kromm@sjgames.com>
GURPS Line Editor, Steve Jackson Games
My LiveJournal [Just GURPS News][Just The Company]
Kromm is offline   Reply With Quote
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 01:39 AM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2017, vBulletin Solutions, Inc.