SpaceYeti
Prolific Member
This thread is for posting your best and/or worst table-top gaming experiences. This includes RPGs, TTW games, or whatever else you play on a table, so long as it's a good read. I'll start off;
One of my players made a Fighter named Bob. Bob was notoriosly oblivious to traps, even though he actually had a decent WIS (and thus a bonus to perception). He continually fell victim to traps, though it was usually more to a lack of caution than to simply not being able to notice. Two of my favorites;
One was a rope some hobgoblins had tied across a broken building strewn field inside a ruined city, with wild grass growing all over and obscuring the view of the rocks, specifically to slow creatures down that much more as they approached for a bit and provide them more time for shooting arrows at the approaching enemies. Well, Bob wasn't much of a ranged guy so he charges straight at the building the hobgoblins were in. As an aside, there were some relatively undamaged stables to the side of the field, which might be walked through to cut down on the amount of time the group was out in the open and which bypassed the rope. Further, approaching the rope at a steady pace (not charging as fast as possible) made the spot DC 10 (55% chance of someone with zero bonus to notice), but Bob was charging headlong, so I gave him a -2 penalty for charging, and another -2 because of all the loose rocks.
Well, didn't matter, he rolled a 1, tripped over the rope, and became the primary target for the archers for a full round. If he had even simply approached with the group, someone would have probably noticed the rope, and he wouldn't have been the closest (and therefore easiest to hit) target. Or, of course, used the stables for cover!
The next one is one of my favorite traps ever, and I try to work one into ever campaign, if not every "dungeon". I call it the "Rock on a rope" trap. Basically, a stick or something is propped against the backside of a door, holding up a rock, or brick, or hammer, or whatever, which is attached to a rope or chain or whatever which is attached to the door frame. Opening the door moves the stick or whatever and causes the rock or whatever to swing towards whoever opened the door. It's a cheap trap, and one easy to avoid or notice beforehand, but good old Bob didn't even bother looking for a trap. He just swung the door open and got a face full of rock. This is also extra funny because he had a pretty good reflex defense. It's almost as though my dice like to punish characters who are good at certain things, but he could have also avoided the trap by looking for it, like most traps he fell for.
This brings me to two of my favorite Bob moments. Later in his career, it's assumed that the group's going to find the traps because Bob's going to set them off. There was one fairly complicated pit trap near the entrance of a cave the group was entering, and for some reason someone besides Bob went in first. This person actually noticed the trap, but walked over it anyhow just to see what happened. Well, she fell down the hole. So Bob, in his infinite wisdom, says "A trap!", and dives in the hole behind her. The group effectively does the dungeon backwards because this trap led to jail cells on the bottom floor, and they all dove in without trying to get back out the way they got in. I actually really liked this strategy though. While it was unexpected, it was highly entertaining, as the very second fight was the boss fight, and the boss wasn't expecting them because nobody rang the alarm.
Another time the group was in a dungeon that had undead in it. They made their way to a room with two hallways in the back corners. The hallways gently sloped downward. I'm not sure why, but the players decided there was a trap in the hallways. Incidentally, they were correct. Perhaps they knew me. It was actually a pretty easy trap to avoid (I didn't really want the group to fall for it). Because this was the next dungeon right after that last trap, which lead to success, Bob proclaims "I bet there's a trap here", and proceeds to jump into the hallway. Well, the trap was simply that the hallway was covered in super slick slimy mold, and spiraled down to a room with a bunch of skeletons in it (the animated kind that like to break flesh), and also the room was full of the slippery slime, making fighting them difficult. So Bob slides down the spiralling hallway trap, crashes into a skeleton, and falls on his butt. As he stands back up to fight the skeletons, he shouts to the group "It's a trap, guys! There are skeletons and stuff!", so the other fighter in the group jumps down the spiraling trap hallway, into Bob, knocking them both over in the middle of a horde of skeletons. Next round, the healer does the same thing. By the time the last player says they're jumping down there, too, I remind him "If nobody's left up here, who's going to trow down a rope or something to let everyone else back up?" So he says "Oh, right!", ties a rope to a pillar and the other end to himself, and jumps down the trap-way.
One of my players made a Fighter named Bob. Bob was notoriosly oblivious to traps, even though he actually had a decent WIS (and thus a bonus to perception). He continually fell victim to traps, though it was usually more to a lack of caution than to simply not being able to notice. Two of my favorites;
One was a rope some hobgoblins had tied across a broken building strewn field inside a ruined city, with wild grass growing all over and obscuring the view of the rocks, specifically to slow creatures down that much more as they approached for a bit and provide them more time for shooting arrows at the approaching enemies. Well, Bob wasn't much of a ranged guy so he charges straight at the building the hobgoblins were in. As an aside, there were some relatively undamaged stables to the side of the field, which might be walked through to cut down on the amount of time the group was out in the open and which bypassed the rope. Further, approaching the rope at a steady pace (not charging as fast as possible) made the spot DC 10 (55% chance of someone with zero bonus to notice), but Bob was charging headlong, so I gave him a -2 penalty for charging, and another -2 because of all the loose rocks.
Well, didn't matter, he rolled a 1, tripped over the rope, and became the primary target for the archers for a full round. If he had even simply approached with the group, someone would have probably noticed the rope, and he wouldn't have been the closest (and therefore easiest to hit) target. Or, of course, used the stables for cover!
The next one is one of my favorite traps ever, and I try to work one into ever campaign, if not every "dungeon". I call it the "Rock on a rope" trap. Basically, a stick or something is propped against the backside of a door, holding up a rock, or brick, or hammer, or whatever, which is attached to a rope or chain or whatever which is attached to the door frame. Opening the door moves the stick or whatever and causes the rock or whatever to swing towards whoever opened the door. It's a cheap trap, and one easy to avoid or notice beforehand, but good old Bob didn't even bother looking for a trap. He just swung the door open and got a face full of rock. This is also extra funny because he had a pretty good reflex defense. It's almost as though my dice like to punish characters who are good at certain things, but he could have also avoided the trap by looking for it, like most traps he fell for.
This brings me to two of my favorite Bob moments. Later in his career, it's assumed that the group's going to find the traps because Bob's going to set them off. There was one fairly complicated pit trap near the entrance of a cave the group was entering, and for some reason someone besides Bob went in first. This person actually noticed the trap, but walked over it anyhow just to see what happened. Well, she fell down the hole. So Bob, in his infinite wisdom, says "A trap!", and dives in the hole behind her. The group effectively does the dungeon backwards because this trap led to jail cells on the bottom floor, and they all dove in without trying to get back out the way they got in. I actually really liked this strategy though. While it was unexpected, it was highly entertaining, as the very second fight was the boss fight, and the boss wasn't expecting them because nobody rang the alarm.
Another time the group was in a dungeon that had undead in it. They made their way to a room with two hallways in the back corners. The hallways gently sloped downward. I'm not sure why, but the players decided there was a trap in the hallways. Incidentally, they were correct. Perhaps they knew me. It was actually a pretty easy trap to avoid (I didn't really want the group to fall for it). Because this was the next dungeon right after that last trap, which lead to success, Bob proclaims "I bet there's a trap here", and proceeds to jump into the hallway. Well, the trap was simply that the hallway was covered in super slick slimy mold, and spiraled down to a room with a bunch of skeletons in it (the animated kind that like to break flesh), and also the room was full of the slippery slime, making fighting them difficult. So Bob slides down the spiralling hallway trap, crashes into a skeleton, and falls on his butt. As he stands back up to fight the skeletons, he shouts to the group "It's a trap, guys! There are skeletons and stuff!", so the other fighter in the group jumps down the spiraling trap hallway, into Bob, knocking them both over in the middle of a horde of skeletons. Next round, the healer does the same thing. By the time the last player says they're jumping down there, too, I remind him "If nobody's left up here, who's going to trow down a rope or something to let everyone else back up?" So he says "Oh, right!", ties a rope to a pillar and the other end to himself, and jumps down the trap-way.