I want to run a trap inspired by the Devils Snare from the first Harry Potter film. For those who don't know that. think of this scenario: the party drops down (like from a trapdoor) onto a floor made of a massive amount of vines that try to wrap around the party, continuing until the party is cocooned head-to-toe in the vines, risking suffocation from smothering. Now I was thinking of using the quicksand rules in the DMG to run this trap (with getting "deeper" meaning more vines wrapping around the party member), but I am not sure that is the best way to do this rule. Do you guys have some better ideas of how to run this?
Seems fine to me. Perhaps grant/impose Advantage/Disadvantage based on whether they have a kit torch or other source of light?
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If you're not willing or able to to discuss in good faith, then don't be surprised if I don't respond, there are better things in life for me to do than humour you. This signature is that response.
I'd use the rules for Entangle (the spell), and just make progressive saves harder. Fail 3, and you're hopelessly trapped. Something on that order.
It's kinda risky, though. I'm guessing you want the trap to be dangerous enough for the players to feel it. Automatically, that means saves high enough that they risk failing. As soon as one player escapes, they can help each other (for advantage on saves) which makes it substantially easier.
But if no one saves - well, then they all die. Which propably isn't what you had in mind =)
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Blanket disclaimer: I only ever state opinion. But I can sound terribly dogmatic - so if you feel I'm trying to tell you what to think, I'm really not, I swear. I'm telling you what I think, that's all.
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I want to run a trap inspired by the Devils Snare from the first Harry Potter film. For those who don't know that. think of this scenario: the party drops down (like from a trapdoor) onto a floor made of a massive amount of vines that try to wrap around the party, continuing until the party is cocooned head-to-toe in the vines, risking suffocation from smothering. Now I was thinking of using the quicksand rules in the DMG to run this trap (with getting "deeper" meaning more vines wrapping around the party member), but I am not sure that is the best way to do this rule. Do you guys have some better ideas of how to run this?
Seems fine to me. Perhaps grant/impose Advantage/Disadvantage based on whether they have a kit torch or other source of light?
If you're not willing or able to to discuss in good faith, then don't be surprised if I don't respond, there are better things in life for me to do than humour you. This signature is that response.
I'd use the rules for Entangle (the spell), and just make progressive saves harder. Fail 3, and you're hopelessly trapped. Something on that order.
It's kinda risky, though. I'm guessing you want the trap to be dangerous enough for the players to feel it. Automatically, that means saves high enough that they risk failing. As soon as one player escapes, they can help each other (for advantage on saves) which makes it substantially easier.
But if no one saves - well, then they all die. Which propably isn't what you had in mind =)
Blanket disclaimer: I only ever state opinion. But I can sound terribly dogmatic - so if you feel I'm trying to tell you what to think, I'm really not, I swear. I'm telling you what I think, that's all.