That trap "what if?'s"


Shattered Star


So this thread is to explore the possibilities of customization and postulation regarding "that trap."

For instance; what if the trap kills all the players and everyone awakens in a Sorshen clone of their own? Aside from setting everyone back 2 levels and the stats, what could happen when multiple Sorshens are wandering around?


There wouldn't be multiple Sorshens. It's just one clone.

Also, the trap only affects one character.

Now, what I want to know is what if a sorcerer gets transferred. Isn't the point of a sorcerer getting the benefits from their lineage? Wouldn't this be negated by the new body?

My GM-fiat answer if this comes up with the part sorcerer is that it's tied to the soul, not the body. But I don't think this is accurate.


Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

Not only are bloodlines not tied to the body, they need not have anything to do with ancestry at all. A Celestial bloodline could just as easily represent a divine blessing as having angels in your family tree. A sorcerer with the Undead bloodline might have been stillborn but revived, gaining a natural affinity for magic from that infant brush with the Boneyard. Or the Starsoul bloodline could represent being born under an auspicious constellation.


I'm saying, if I as a GM decide to change what is written in this to change the situation to were something like this, or the gods know what else, might be possible. I.e., I'll change the situation to fit my story over the rules.

A lot of GMs do this, and may well have to resort to "variations" to keep it spicy in groups once word of this trap spreads across tables. ("I want to set it off!" "No! Me!")

Let's say that I decide Sorshen has other clones stashed away in the above scenario. Where would be a good place to put them and what might happen with all the other Shorshen related encounters down the road? Or what if one or two players in the above scenario make saves and "survive" the trap?

The whole point of this post is using That Trap in new and creative ways, not a question of the rules.

Also, as I think about all this, what are the different effects It's had on not only PCs, but also the Players? How would adjusting/skinning/hacking this trap have as well?


First of all, it's your game. Do what you want to do. So long as everyone is having fun, you're doing it right.

Personally, I think multiple clones is a bad idea. The uniqueness is important going forward in the AP.

If you think that your players will hear about the trap ahead of time and not be able to play their characters as they would behave, then handle it in a different way.

Have the person effected not be killed, but rather "enchanted" or tied to the clone, so that if they ever die in the future they will awaken in the new body.

If I believed my players knew of this before hand and couldn't restrain from metagaming, I would remove the trap entirely and let none of them benefit from it. Fortunately, I have honest players, so I don't have this issue.


It's not my game that this is happening, it was more of a question that came to me as I've seen so many posts about 'The False Sepulcher.'

Think of my question in more theatrical terms - the scene in Indiana Jones where the stone rolls after him, threatening to flatten him. We're all pretty familiar with this relatively simple trap. So much so, that even if we're aware of the meta-game thought process we may use, we'd all see it coming at the table.

So how do you make a shared experience unique and unexpected? Especially once stories make the rounds.

Grand Lodge

I don't allow players with knowledge of the module/AP I'm running to play in my games. They invariably ruin it for everyone else.

I think the trap is fine as is. Having it happen to more than one PC would cheapen it IMO. There are other clones secreted about, but they're not trapped in that way.


Some of us don't have that option, having a hard enough time finding players in the first place...


My players are pretty honest about the difference between player knowledge and character knowledge...I've never had to punish any of them for cheating...excessive coin flipping for chaotic neutral characters yes, but cheating no!


Coming up on this very soon. Is it my understand that "the trap" just happens if they try and touch or steal from the body? In which case if they aren't killed at some point in the future it will still happen?


SteoanK wrote:
Coming up on this very soon. Is it my understand that "the trap" just happens if they try and touch or steal from the body? In which case if they aren't killed at some point in the future it will still happen?

If the trap is never activated by the party, no one s marked by it, nothing special happens if they die. If however, the trap activates but does not kill someone, the link is formed. If that character ever dies in the future, fom anything that doesn't trap or destroy the soul, they reincarnate in the body.


Carter Lockhart wrote:
SteoanK wrote:
Coming up on this very soon. Is it my understand that "the trap" just happens if they try and touch or steal from the body? In which case if they aren't killed at some point in the future it will still happen?
If the trap is never activated by the party, no one s marked by it, nothing special happens if they die. If however, the trap activates but does not kill someone, the link is formed. If that character ever dies in the future, fom anything that doesn't trap or destroy the soul, they reincarnate in the body.

That.

Also my party is really close to that trap, let's see what will happen to them.


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Pathfinder Roleplaying Game Superscriber

I have to say that I regret handling this "honestly." In retrospect, it would have been so much more fun (and therefore completely acceptable in my book) to have fudged the results so that the character who triggered the trap failed the saves (but didn't die).

If you run this, I strongly urge you to make sure someone falls victim to "That trap".


Tarondor wrote:

I have to say that I regret handling this "honestly." In retrospect, it would have been so much more fun (and therefore completely acceptable in my book) to have fudged the results so that the character who triggered the trap failed the saves (but didn't die).

If you run this, I strongly urge you to make sure someone falls victim to "That trap".

I second. I admit to some alteration on my part as well. I ruled that it could indeed be disarmed, but only for 1d4 rounds at a time (which was rolled in secret), and then assigned a round value to each piece of jewelry for how long it would take to remove undamaged. Since the trap doesn't block progress, this made it purely a greed motivation, which I'm totally find with, and gives a high chance of it going off. Much more intimidate than disable device and forget.

Radiant Oath

Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

What happens if a character has a race-specific Class Archetype (like, they're an elf oracle with the Ancient Lorekeeper for example) and falls victim to "that trap?" Do they get to keep their archetype even though technically they're human now, or would you require their class features back to vanilla or something as they technically no longer qualify. And do they get extra skill points and a new feat because they're now human?


I wouldn't make them lose or change class archetype. Favored class benefits would be as race appropriate.

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