Beginner question


Rules Questions


So i am still relatively new to pathfinder. Currently I am in a campaign with a GM that runs dungeons in a very descriptive way until combat starts at which point we will break out a square grid and follow proper combat rules.

So my question is what are the rules for movement between combat when using a grid based dungeon like you would receive in a map pack. Does the party move together or separately? Do you roll initiative for out of combat movement? It seems to me this info would be important so a GM can decide when a player let say steps on a trap or something similar.

Any insight would be much appreciated


I think the party moves however they say they move. My GM will say what is our traveling plan/setup. And then he has us move in that setup. Initiative is only for combat. And if they didn't notice the trap it would trigger when it's conditions are met. if they are just walking and they say they are traveling in a line. Rogue, fighter, cleric, wizard. then the trap triggers and has it's effect, with them all in a line.


New GM question about traps

I am going to be running the Mummy's Mask in a couple weeks for a group of experienced players. I am a total newb at GMing. I am ok with this but I have a couple questions about the Dart Trap in the first hall.
1. how many darts is in a volley and what is the number that hit the players assuming they are standing in the hall? I was thinking they will all automatically get one hit and then also having them roll a DEX check DC 12 to see if they get hit twice. Is that DC too high? Is that a good plan?
2. The trigger says it reset immediately. So if the characters on the trigger squares remain there and do not move away does the trigger reset (it is a trigger plate)? If they move off and back on then they it would fire again immediately but if they remain on it and take another step will that make it fire again?

I have looked up things on line and can not find the answers i am looking for. Your wisdom and insight is most welcome!

Thank you


Mike MArinovich wrote:

So i am still relatively new to pathfinder. Currently I am in a campaign with a GM that runs dungeons in a very descriptive way until combat starts at which point we will break out a square grid and follow proper combat rules.

So my question is what are the rules for movement between combat when using a grid based dungeon like you would receive in a map pack. Does the party move together or separately? Do you roll initiative for out of combat movement? It seems to me this info would be important so a GM can decide when a player let say steps on a trap or something similar.

Any insight would be much appreciated

Technically there are several ways to go as each character is independent and then there are mounts, pets, familiars etc.

As it is a game it's best if the party stays together as this makes tracking time and location easier on everyone and prevents random monsters from picking off lone party members. The reason for this is quite simple. With 6 party member and 2 monsters the party gets 6 attacks verses the foes 2. If split up, two party members will go 1 on 1 while 4 do nothing. That's a big statistical change. So "don't split the party" is a anecdotal rule. Still stealthy members usually stay 30-60ft in front of the party and run back to it in case of trouble.

Descriptive is fine until the GM determines that time is critical and he needs more control over the flow of events. Then people roll initiative and surprise is determined along with some perception checks. Then things go round by round and the game slows as it becomes a series of usually linear actions.

When a creature moves into a trapped square there's a Perception check and a check to see if the trap activates (often it is Immediate). There are some feats and class abilities that move the trap detection range to 10ft (yay) but creatures generally NEED to tell the GM they are actively looking for traps and their movement rate drops to 10ft per round.

There are Rules for all of this throughout the Core Rulebook and sometimes Dungeonmastery Guide.


ValkaS63 wrote:

New GM question about traps

I am going to be running the Mummy's Mask in a couple weeks...

Check out the Mummy's Mask Forum. Search on your topic key word(s) or look for threads with "(GM Reference)" or "Spoilers".


ValkaS63 wrote:

New GM question about traps

I am going to be running the Mummy's Mask in a couple weeks for a group of experienced players. I am a total newb at GMing. I am ok with this but I have a couple questions about the Dart Trap in the first hall.
1. how many darts is in a volley and what is the number that hit the players assuming they are standing in the hall? I was thinking they will all automatically get one hit and then also having them roll a DEX check DC 12 to see if they get hit twice. Is that DC too high? Is that a good plan?
2. The trigger says it reset immediately. So if the characters on the trigger squares remain there and do not move away does the trigger reset (it is a trigger plate)? If they move off and back on then they it would fire again immediately but if they remain on it and take another step will that make it fire again?

I have looked up things on line and can not find the answers i am looking for. Your wisdom and insight is most welcome!

Thank you

1. number of darts should not matter, the trap will list it's affects and how it specifically works. Normally it's a Saving throw to avoid/reduce damage, or it's an attack roll to see if they take damage.

in this case it's a single attack roll against all the targets in room A4 (roll a single d20, add 12, see if you hit vs each targets AC, it does 1d8+1 damage with a X3 crit.) Each target can only get hit once per trap activation

2. it immediately resets, so it won't trigger again from someone standing on it or moving off of it, but will trigger again if someone moves to that square.

this particular trap can be activated 10 times before it's empty, but that probably won't matter. once it goes off once, the party will either avoid it, or disable it.


TxSam88 wrote:
ValkaS63 wrote:

New GM question about traps

I am going to be running the Mummy's Mask in a couple weeks for a group of experienced players. I am a total newb at GMing. I am ok with this but I have a couple questions about the Dart Trap in the first hall.
1. how many darts is in a volley and what is the number that hit the players assuming they are standing in the hall? I was thinking they will all automatically get one hit and then also having them roll a DEX check DC 12 to see if they get hit twice. Is that DC too high? Is that a good plan?
2. The trigger says it reset immediately. So if the characters on the trigger squares remain there and do not move away does the trigger reset (it is a trigger plate)? If they move off and back on then they it would fire again immediately but if they remain on it and take another step will that make it fire again?

I have looked up things on line and can not find the answers i am looking for. Your wisdom and insight is most welcome!

Thank you

1. number of darts should not matter, the trap will list it's affects and how it specifically works. Normally it's a Saving throw to avoid/reduce damage, or it's an attack roll to see if they take damage.

in this case it's a single attack roll against all the targets in room A4 (roll a single d20, add 12, see if you hit vs each targets AC, it does 1d8+1 damage with a X3 crit.) Each target can only get hit once per trap activation

2. it immediately resets, so it won't trigger again from someone standing on it or moving off of it, but will trigger again if someone moves to that square.

this particular trap can be activated 10 times before it's empty, but that probably won't matter. once it goes off once, the party will either avoid it, or disable it.

Thank you SOOOO much this helps a bunch!


Ok Guru's I have another trap question.
This is the trapped staircase in the House of Penthuru in the Mummy's mask AP. It says " Although the traps trigger is at the top of the stairs, it does not function until weight is applied to the bottom step. This arms the trap but does not trigger it. The trigger is actually the top step. Once the trap is armed any weight on the top step causes spikes to emerge from the walls on either side of the stairs.

Ok so three people are walking down the stairs, the first person to step on the bottom stair arms the trap. they go hang out in the crypt, and head back up the stairs. Person 1 steps on the top step, person 2 and 3 are following and are spiked while person one is not spiked.

Do I have this right?


ValkaS63 wrote:

Ok Guru's I have another trap question.

This is the trapped staircase in the House of Penthuru in the Mummy's mask AP. It says " Although the traps trigger is at the top of the stairs, it does not function until weight is applied to the bottom step. This arms the trap but does not trigger it. The trigger is actually the top step. Once the trap is armed any weight on the top step causes spikes to emerge from the walls on either side of the stairs.

Ok so three people are walking down the stairs, the first person to step on the bottom stair arms the trap. they go hang out in the crypt, and head back up the stairs. Person 1 steps on the top step, person 2 and 3 are following and are spiked while person one is not spiked.

Do I have this right?

yep, sounds right, but I would rule that everyone get's hit by the spikes (the top stair is still part of the stairs)


TxSam88 wrote:
ValkaS63 wrote:

Ok Guru's I have another trap question.

This is the trapped staircase in the House of Penthuru in the Mummy's mask AP. It says " Although the traps trigger is at the top of the stairs, it does not function until weight is applied to the bottom step. This arms the trap but does not trigger it. The trigger is actually the top step. Once the trap is armed any weight on the top step causes spikes to emerge from the walls on either side of the stairs.

Ok so three people are walking down the stairs, the first person to step on the bottom stair arms the trap. they go hang out in the crypt, and head back up the stairs. Person 1 steps on the top step, person 2 and 3 are following and are spiked while person one is not spiked.

Do I have this right?

yep, sounds right, but I would rule that everyone get's hit by the spikes (the top stair is still part of the stairs)

Ok I understand that but at the top of the stairs if you have your weight on the step to "trigger" the trap then you are probably most of the way into the hall at that point. I guess I could increase the difficulty to hit that person. Thanks. I love this Module and am really enjoying preparing. I appreciate all your help thinking through the mechanics.


If you're talking about that dart trap in room 2 of Mummy's Mask, this are it's stats:

Mummy's Mask, The Half Dead City, p. 12 wrote:

CORRIDOR DART TRAP CR 2

XP 600
Type mechanical; Perception DC 20; Disable Device DC 20
EFFECTS
Trigger touch; Reset automatic (immediate, maximum 10 times)
Effect Atk +12 ranged (1d8+1/x3); multiple targets (all targets
in area A4)

When it says multiple targets (all in area) then you make the preceding part (a single attack at +12 for 1d8+1 damage if it hits their Flat Footed AC) once per person that qualifies as a target. You can think of this as a volley of arrows down the entire corridor all at once.

Then we can look at the reset. Normally traps don't have a reset because they can only go off once. This one resets itself, but it can only reset 10 times, but it also says immediate as opposed to once every X amount of time, meaning if someone activates the trigger again, it will fire another volley, again and again as long as they keep activating it until they run out of resets.

Good news is this is more or less how TxSam88 explained it. But for the other trap you asked, the person at the top who triggered the trap should be hit too, as it was meant to stop this guy who was making off with the loot and got to the top of the stairs as well, there just isn't a clear defined area for the trigger and the trapped area on the map.

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