GM Advice for Emerald Spire


Advice


I was wondering how other GMs played the synesthesia gas traps on the third floor. Do the "spectacular" visuals and sounds do anything outside of flavor? There's a synesthesia spell which adds certain penalties, but it seems like that makes it too strong of a trap for the CR listed (CR 1 for the traps, I believe) if I were to add them to the effects already listed. If it's just for flavor, do the fancy visuals and sound effects only last for the possibly 4 rounds they're taking WIS damage? Any other GMs out there that have run this, what are your thoughts?


I had a more of a narrative effect with a Hunter and his animal companion which both failed saves miserably, a 1 and 2 respectively, the Hunter spent 10 minutes sniffing his bear AC while the AC licked the walls. The effect is part flavor, part be creative with giving those effected some sort of disadvantage that makes encounters more memorable.


It completely messes up spell casters.

Did have a bit of fun with the trap as the party found the Gibbering Mouther afterwards and smelled all kinds of pretty colors (those that failed the save).

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