SFS #1-17 Reclaiming the Time-Lost Tear


GM Discussion

3/5 5/55/55/5 *** Venture-Lieutenant, Ohio—Dayton

Prepping this for Origins. I'd like to ask some questions about the traps. I'm spoilering this, as the scenario isn't available yet.

Spoiler:

A7
Assuming the PCs decide to ride the conveyor belts down, they pass the hatches that lead to the trash compactor. Is the Perception DC listed for the chutes or the compactor? If for the chutes, is there a way to disable that part of the trap?
There's a save for the initial falling damage effect. Is that for the damage, or to avoid going down the chute?
Assume they end up at the bottom, does the Athletics check to climb back up only come into play if they either A win intitiative or B succeed at the Engineering check to delay compression for 1 round? Or can they try this immediately upon landing, during the 1 round delay of the compression before initiative begins? Am I correct that there is no way listed to permanently stop the compression?

B2
Assuming they managed to get past the above, they get dropped right into another trap, under the smoke effects. I assume they only get the Perception check to spot it if they arrive in this room other than by landing in the 10ft square trigger area, else it automatically triggers on them.

I just want to make sure I have a good feel for this. If they decide they don't like Larry's murder room of traps, I want it to be after I ran things according to the rules.

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