Quote Originally Posted by Raven777 View Post
Disabling the trap puts you into "Serini mode", which might be more tuned to the skillset of a rogue, or at least a balanced party that includes one. That would play into Serini's possible mindset too: wishing for a functional whole party in order to overcome a holistic suite of challenges, rather than how her beloved group ended up fracturing with everyone focusing on their own preference for their dungeon. In Serini's mind, being worthy of reaching the gate might demand a whole cooperating party, not a single kind of skills.
I really like this theory.

Quote Originally Posted by Thales View Post
I suspect that Haley's overloading the trap may tip Team Evil off, however. The line may be really hard to see (and Team Evil is probably more than 20 seconds behind the Order and therefore the trap will be functioning again by the time they get there), but if Haley leaves the dead rat head there, it'll be clearly visible, and even if she doesn't, there's still the blast mark on the ground around it that marks the line. Redcloak and Oona can definitely put it together with a big clue like that.
How rigid is the "only rogues can see magical traps" rule? Roy couldn't see the line even when Haley pointed right at it and told him exactly what to look for. Team Evil has far weaker clues, but bonuses and magical enhancements.

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It's sad to see one of Kandro's family heirlooms being treated so cavalierly.