Summons and Traps.


Pathfinder First Edition General Discussion


A few individuals are convinced that summon monsters can disable traps just fine. However my DM seems to like using traps in a different way. Sometimes setting off traps will create a cone of flame that engulfs the entire hallway, other times when the summon gets pushed down the hallway the floor beneath the caster falls through instead. He puts his triggers in interesting locations so setting off traps rarely ever works. Often times it bites you in the butt. So I would like to hear about other people's DMing experiences with traps and what you like to see when traps come rolling up in your game.


The pathfinder society field guide specifically mentions using summons to trip traps :-D


Most of the time summmons do work though. You just have to make sure to not be in the area. Being 3 rooms away as an example helps.

I have made traps where the effect takes place further in the dungeon so the players don't even see it until later.

You set off a trap in room 1, and the trap in room 5 has poison gas.

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wraithstrike wrote:

I have made traps where the effect takes place further in the dungeon so the players don't even see it until later.

You set off a trap in room 1, and the trap in room 5 has poison gas.

After watching Labyrinth one night, I did something similar. Set off a trap and the hallways behind you shift. Another trap collapsed the celing on the room they knew to be an armoury. The whole dungeon was a giant clockwork device built by gnomes. Some traps had to be purposefully set off. Plenty of clues were left for the characters to point them in the right direction. What they thought was a reverse gravity spell, was the room spinning 180 degrees extraordinarily fast.

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