Drakevarg
2011-08-07, 06:35 PM
This weekend I restarted my campaign after a TPK. As is sort of tradition for the setting, each party starts out in a "Hellcube" an 11x11 series of 10x10x10 rooms, all of which are trapped except the first room and the four exits. The rooms loop on each other infinitely, meaning you can't just keep going until you hit a wall. Furthermore, each room is entered not by a door but by a teleporter, so it's impossible to search the room for traps before entering it. Plus, the traps reset each time someone else entered the room.
Now, to circumvent the ridiculous lethality of the place (the shortest possible route involves triggering nine traps), death is non-permanent while in the Hellcube. Anyone who dies simply wakes up in the starting room again with any poison effects or burnt spells reset. I think in future Hellcubes I'll give a Wisdom penalty from death to show the victims slowly going insane from repeated disembowelment in order to give it a sense of urgency, but since I didn't think of that until halfway through yesterday's session it didn't apply this time around.
Anyway, here's the issue I had with the entire situation: supposedly, every single trap I used was level-appropriate, more or less. The PCs and by extension most of the traps were level 5. I put in a few CR 6 traps in there at key points, and a number of CR 4 traps to make up for the more deadly ones.
For traps that were supposedly level-appropriate, they were surprisingly lethal. Of the twelve different traps I placed in the dungeon, only a few of them were consistantly evaded (a dart trap was rendered harmless with an application of Protection From Arrows, and the magical traps were easily evaded by the rogue with Evasion).
Is there something I'm missing here? Some supplementary guide to inform me of how much caution I should exercise while using traps? Or was it the sheer frequency that turned this into even more of a meatgrinder than originally intended? Because something is clearly wrong when the PCs are getting annoyed when their stabilization rolls are succeeding, leaving them unconscious instead of back in the starting room.
Oh, and for reference, these are the traps I used, all from the DMG:
CR 4-
Lightning Bolt Trap x8
Pit Trap (80 ft.) x8
Water-Filled Room Trap x8
CR 5-
Poison Wall Spikes x12
Fusillade of Darts x20
Falling Block Trap x20
Fireball Trap x20
CR 6-
Fusillade of Spears x4
Flame Strike Trap x4
Compacting Room x4
Spiked Pit Trap (100 ft.) x4
Glyph of Warding (Blast) x4
Now, to circumvent the ridiculous lethality of the place (the shortest possible route involves triggering nine traps), death is non-permanent while in the Hellcube. Anyone who dies simply wakes up in the starting room again with any poison effects or burnt spells reset. I think in future Hellcubes I'll give a Wisdom penalty from death to show the victims slowly going insane from repeated disembowelment in order to give it a sense of urgency, but since I didn't think of that until halfway through yesterday's session it didn't apply this time around.
Anyway, here's the issue I had with the entire situation: supposedly, every single trap I used was level-appropriate, more or less. The PCs and by extension most of the traps were level 5. I put in a few CR 6 traps in there at key points, and a number of CR 4 traps to make up for the more deadly ones.
For traps that were supposedly level-appropriate, they were surprisingly lethal. Of the twelve different traps I placed in the dungeon, only a few of them were consistantly evaded (a dart trap was rendered harmless with an application of Protection From Arrows, and the magical traps were easily evaded by the rogue with Evasion).
Is there something I'm missing here? Some supplementary guide to inform me of how much caution I should exercise while using traps? Or was it the sheer frequency that turned this into even more of a meatgrinder than originally intended? Because something is clearly wrong when the PCs are getting annoyed when their stabilization rolls are succeeding, leaving them unconscious instead of back in the starting room.
Oh, and for reference, these are the traps I used, all from the DMG:
CR 4-
Lightning Bolt Trap x8
Pit Trap (80 ft.) x8
Water-Filled Room Trap x8
CR 5-
Poison Wall Spikes x12
Fusillade of Darts x20
Falling Block Trap x20
Fireball Trap x20
CR 6-
Fusillade of Spears x4
Flame Strike Trap x4
Compacting Room x4
Spiked Pit Trap (100 ft.) x4
Glyph of Warding (Blast) x4