Disabling a Magical Trap (Crypt of the Everflame)


Rules Questions


This post may have spoilers.

I'm running Crypt of the Everflame and during prep I read room 19 Reflections of Terror. The fluff has the big bad guy made a pool of water into a trap using lingering necromantic energy. So now it is a magical trap. Characters will see reflections of themselves murdering their companions and if they don't make the save, they scream for 1d4 rounds, etc.

As a trap there are DCs for Perception and Disable Device, naturally. But how is a rogue to disable a trap like that?! If he makes the check how would you explain the disabling?

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Moebius wrote:

This post may have spoilers.

I'm running Crypt of the Everflame and during prep I read room 19 Reflections of Terror. The fluff has the big bad guy made a pool of water into a trap using lingering necromantic energy. So now it is a magical trap. Characters will see reflections of themselves murdering their companions and if they don't make the save, they scream for 1d4 rounds, etc.

As a trap there are DCs for Perception and Disable Device, naturally. But how is a rogue to disable a trap like that?! If he makes the check how would you explain the disabling?

Magical traps can be tricky like that. For that particular one, maybe some sugar or sand thrown in the water disrupts the images/magic. Maybe a bit of soap to disrupt the surface tension of the water lets the energy escape. For things like glyph/symbols I usually explain it as the rogue carefully altering the rune until it no longer functions.


Does the trap necessarily have to be disabled?

A simple, "Guys don't look at the pool." should work.

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