| wickedb |
I'm a new DM and I need a bit of help here. My group has no trap sense whatsoever and only a ranger with any ranks in disable device. I'm pretty terrified of them not even being able to make it into the temple. They have no ability to "turn" anything.
I may nerf the trap's effects and damage a bit but even then I'm a bit confused as to how they get past it.
Do they just take the damage and still get to open the door? Do they have to save against the poison and be missed by the skeletons to be able to actually open the door? or is it safe to say the damn things locked until the trap has been disabled?
I saw something about giving the doors HP against channel energy only; is that positive channel energy? How would my players figure that one out or should I just tell them? and should it be low enough that a single channel energy disables it for a round?
Sorry if these seem like newb questions. I've never dealt with trap doors before without having a rogue.
| walter mcwilliams |
wicked,
one option maybe to give the party a guide, say the young priest of Abadar to help them out here, as he can channel positive energy. Also, if the rescued the rogue in the Warrens in EoA she would make a good guide. I dont have my notes nor 7days with me at work, so I cant really give a detailed answer.
My party does not have a rogue either but we are still in EoA.
As far as figuring things out know(arcana) or spellcraft could be usefull here in learning the in/out of the trap.
Never say your sorry for asking questions newb or vet.
Have fun!