I'm DMing Tomb of Annihilation starting end of this month, and have been doing my DM prep. However, reading the House of the Man and Crocodile (Camp Righteous, p. 45), I don't see any explanation for why two PCs with one riding on others shoulders ("man-and-crocodile" team) don't trigger the traps. From the area descriptions, I'm assuming the answer is not meant to be a throwaway "oh, it's magic!"
Anyone figured this out?
There are 5 traps... concealed pit trap, blade trap, puzzle door, puzzle floor, and trapped steps.
I *think* the puzzle door is meant to have a top higher than a human could reach...or maybe it's that 4 squares must be touched simultaneously (book is vague)... so that explains why a "man-and-crocodile" team is useful there. But what about the other traps? How does a "man-and-crocodile" team help vs. a pit trap or blade trap, etc.?
And more broadly, are there other trap/dungeon design inconsistencies a DM should look out for & plan ahead for?
This tale is a hint that can get characters safely past the traps in the shrine.
Man and Crocodile. None of the traps in the shrine will be triggered by two characters who are imitating Man and Crocodile, with one riding on the other’s shoulders.
I wouldn't say it is an inconsistency. The section specifically states that two people imitating the Man and Crocodile do not trigger traps. All the traps do not go off, unless a person not piggybacking sets them off. So if you have 3 people and two of them are a man and crocodile team, then the two will not set off traps, but the single person will.
Pit trap - Piggyback team won't set off the trap. A single person could set off the trap and consequently make the piggyback team fall into the trap.
Blade trap - Piggyback team won't set off the trap. A single person could set off the trap and consequently make the piggyback team be affected by the trap.
Puzzle Floor - Piggyback team can make a check to see the glow on the door to begin the floor puzzle, but a single person has to randomly press tiles to begin the puzzle.
Puzzle Door - Piggyback required to activate all four panels. A single person will set off the trap.
I think there is an "oh, its magic" answer to why the traps do not go off. The whole point of the "Man and Crocodile" is to emulate the "Man and Crocodile".
Pit trap - Piggyback team won't set off the trap. A single person could set off the trap and consequently make the piggyback team fall into the trap.
Blade trap - Piggyback team won't set off the trap. A single person could set off the trap and consequently make the piggyback team be affected by the trap.
Puzzle Floor - Piggyback team can make a check to see the glow on the door to begin the floor puzzle, but a single person has to randomly press tiles to begin the puzzle.
Puzzle Door - Piggyback required to activate all four panels. A single person will set off the trap.
I think there is an "oh, its magic" answer to why the traps do not go off. The whole point of the "Man and Crocodile" is to emulate the "Man and Crocodile".
Yep. OK, as a DM running this, I'll just have to figure out some reasoning behind this that is better than "it's magic!"
...Maybe the pit trap triggers when the weight of one human is on it but not the weight of, say, a human + halfling? I can't even fathom how that would work, design-wise.
If I recall, detect magic picks up stuff, and perception checks turn up bubkus for mechanical triggers. That’s not say mechanics can be used to evade the early traps, but not the later ones. Put simply, the whole thing is a magical test. You can give a rationale for it, but is just magic.
I personally think, in a world full of magic and Zombie-Dinosaurs, the explanation „It‘s magic“ is perfectly fine.
Well, that's a specious argument because it doesn't compare apples-to-apples. A zombie isn't a small puzzle that the PCs explore & try to solve. The minute an adventure presents a puzzle trap it's a signal to players "pull out your creative thinking." If the adventure then turns around and says "it's magic" that shuts down whole avenues of player creativity.
Anyhow, here's what I've settled on as an explanation for House of the Man and Crocodile's traps. Hope it helps other DMs!
6A. Concealed pit trap: The concealed outline of the pit trap is immediately visible when viewed from 9 feet up (e.g. “man and crocodile” team, arcane eye, enlarge, flying/climbing, familiar, etc), due to vantage point. A gust of wind cast here will clear leaves and vines, revealing the pit trap’s outline too.
6B. Blade trap: The blades are triggered by a 10’x10’ pressure plate covering the entire floor. The first creature or object weighing at least 40 pounds to step on the plate triggers the trap. However, if 200+ pounds (e.g. “man and crocodile” team) are placed on the pressure plate at once, it angles very slightly and locks into place, preventing the trap from being triggered for 1 minute.
6C. Puzzle floor: The glowing tile is only visible when viewed from 9 feet up (e.g. “man and crocodile” team, arcane eye, enlarge, flying/climbing, familiar, etc), due to vantage point.
6D. Puzzle door: Door is 9-feet-tall, with tiles reachable by a “man and crocodile” team (or mage hand, enlarge, etc).
6E. Treasure & trapped stairs: This one is a glyph of warding, just as the adventure says.
How are people supposed to find out about man and crocodile? This basically doesn't happen in any other adventure. It is just such a random thing. Also, thanks, Quickleaf.
How are people supposed to find out about man and crocodile? This basically doesn't happen in any other adventure. It is just such a random thing. Also, thanks, Quickleaf.
You implement a way for people to find out? Have the guide explain it for example. Leave a book in one of command tents with the tale in it. Etc.
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I'm DMing Tomb of Annihilation starting end of this month, and have been doing my DM prep. However, reading the House of the Man and Crocodile (Camp Righteous, p. 45), I don't see any explanation for why two PCs with one riding on others shoulders ("man-and-crocodile" team) don't trigger the traps. From the area descriptions, I'm assuming the answer is not meant to be a throwaway "oh, it's magic!"
Anyone figured this out?
There are 5 traps... concealed pit trap, blade trap, puzzle door, puzzle floor, and trapped steps.
I *think* the puzzle door is meant to have a top higher than a human could reach...or maybe it's that 4 squares must be touched simultaneously (book is vague)... so that explains why a "man-and-crocodile" team is useful there. But what about the other traps? How does a "man-and-crocodile" team help vs. a pit trap or blade trap, etc.?
And more broadly, are there other trap/dungeon design inconsistencies a DM should look out for & plan ahead for?
I wouldn't say it is an inconsistency. The section specifically states that two people imitating the Man and Crocodile do not trigger traps. All the traps do not go off, unless a person not piggybacking sets them off. So if you have 3 people and two of them are a man and crocodile team, then the two will not set off traps, but the single person will.
Pit trap - Piggyback team won't set off the trap. A single person could set off the trap and consequently make the piggyback team fall into the trap.
Blade trap - Piggyback team won't set off the trap. A single person could set off the trap and consequently make the piggyback team be affected by the trap.
Puzzle Floor - Piggyback team can make a check to see the glow on the door to begin the floor puzzle, but a single person has to randomly press tiles to begin the puzzle.
Puzzle Door - Piggyback required to activate all four panels. A single person will set off the trap.
I think there is an "oh, its magic" answer to why the traps do not go off. The whole point of the "Man and Crocodile" is to emulate the "Man and Crocodile".
If I recall, detect magic picks up stuff, and perception checks turn up bubkus for mechanical triggers. That’s not say mechanics can be used to evade the early traps, but not the later ones. Put simply, the whole thing is a magical test. You can give a rationale for it, but is just magic.
I personally think, in a world full of magic and Zombie-Dinosaurs, the explanation „It‘s magic“ is perfectly fine.
6A. Concealed pit trap: The concealed outline of the pit trap is immediately visible when viewed from 9 feet up (e.g. “man and crocodile” team, arcane eye, enlarge, flying/climbing, familiar, etc), due to vantage point. A gust of wind cast here will clear leaves and vines, revealing the pit trap’s outline too.
6B. Blade trap: The blades are triggered by a 10’x10’ pressure plate covering the entire floor. The first creature or object weighing at least 40 pounds to step on the plate triggers the trap. However, if 200+ pounds (e.g. “man and crocodile” team) are placed on the pressure plate at once, it angles very slightly and locks into place, preventing the trap from being triggered for 1 minute.
6C. Puzzle floor: The glowing tile is only visible when viewed from 9 feet up (e.g. “man and crocodile” team, arcane eye, enlarge, flying/climbing, familiar, etc), due to vantage point.
6D. Puzzle door: Door is 9-feet-tall, with tiles reachable by a “man and crocodile” team (or mage hand, enlarge, etc).
6E. Treasure & trapped stairs: This one is a glyph of warding, just as the adventure says.
Thanks Quickleaf, been following a lot of your suggestions. I agree wholeheartedly!
Don't listen to Quickleaf. We need more simplicity like you're offering the world here.
How are people supposed to find out about man and crocodile? This basically doesn't happen in any other adventure. It is just such a random thing. Also, thanks, Quickleaf.
You implement a way for people to find out? Have the guide explain it for example. Leave a book in one of command tents with the tale in it. Etc.