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Traps

Discuss Quests, Cards, Monsters etc, from the Wizards of Morcar Quest Pack.

Traps

Postby Beiren » Friday January 17th, 2014 6:11pm

The traps can't be found during searching. But if they are activated once, are they still active the second time.
For the fireburst trap I would say now. But a hurricane is a tricky one and the teleport trap could be there forover.
Why do you guys thinks?
Time will tell, sooner or later time will tell
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Re: Traps

Postby sajungzak » Friday January 17th, 2014 6:45pm

I don't understand, please clarify.
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Re: Traps

Postby Beiren » Friday January 17th, 2014 7:08pm

sajungzak wrote:I don't understand, please clarify.


If you stumble in a pit trap, the tile is placed and is there forever. But you can jump it.
If you stumble in a spear trap, you lose one life and the spear trap is gone.
If you stuble in a falling rock trap, the cealing colapses and the way is blocked.

But if you step on a teleport trap, you get teleported to B. But what about the second person who steps on that same tile.
If the hurricane rushes by when you step on the square marked X, is the hurricane passed or is there a constant wind that blows you away?
The first time you active a fireburt trap it will go of on Zargon turn. But I can't imagine that that trap can go of another time.
Time will tell, sooner or later time will tell
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Re: Traps

Postby sajungzak » Friday January 17th, 2014 7:25pm

Thank you, now I understand.
"Magical traps cannot be found by searching. They can only be disarmed with certain spells specified on the Magic Reference chart. Magical traps can only be activated once. As soon as a magical trap has been activated, players can move safely through that room or corridor."
this is where I've been posting my painting progress so far:
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Re: Traps

Postby Daedalus » Saturday January 18th, 2014 6:07pm

In Manse Macabre in the Play-by-Post forum, Mike had created Teleport traps that remained active after being triggered. This is a good example where published rules can be modified in Quest notes. Magical traps are too good to leave for WoM only.
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Re: Traps

Postby Daedalus » Monday March 3rd, 2014 3:55pm

The straight response is the rules governing magical traps don't allow permanence. From the beginning of the WoM Quest Book:

...Magical traps may only be activated once. As soon as a magical trap has been activated, players can move safely through that room or corridor."

However, if you wanna have a magical trap that automatically resets like the Chaos Sorcerer death ray statue, go for it! It sounds fun, and all ya gotta do is add a Quest note about repeatable triggering conditions. Does it trigger only once in a round of turns like a rolling boulder (from KK), every time it is triggered by a player, or is it continuous like the Dwarven Forge room (from KK)? For a continous Hurricane trap, I'd say treat it like the fiery embers of the Dwarven Forge room. The effect takes place when a Hero ends his movement in the same corridor.
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