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a few confusing questions about the traps in room 2
Room 2 Trap questions:
1) Does the party have to save every round that they are in the room against inhaling the multi-colored gas - Burnt Othur Fumes. or once they make their first save are they good? If not how does that work if the fail the save in round 1 are they now saving each round at a higher DC and then once they save make another to see if they are poisoned again?
2) it says if the party burns off the gas takes 10 rounds to fill room, so do they get 10 rounds to act before saves start again, or do I assume it is a heavy gas and those on the floor need to save almost immediately again - or light gas and those flying need to save right away again?
3) Eye Beams, how do you get close enough to disable device if they go off at 10ft. do they have to do a reflex save to get close enough, then the disable device to disable?