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	<title>Comments on: Trapsmith: The Hand of God</title>
	<atom:link href="http://www.koboldquarterly.com/k/article1174.php/feed" rel="self" type="application/rss+xml" />
	<link>http://www.koboldquarterly.com/k/article1174.php</link>
	<description>Monsters and Magic for D&#38;D Gamers</description>
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		<title>By: David L</title>
		<link>http://www.koboldquarterly.com/k/article1174.php/comment-page-1#comment-2431</link>
		<dc:creator>David L</dc:creator>
		<pubDate>Fri, 03 Jul 2009 18:59:27 +0000</pubDate>
		<guid isPermaLink="false">http://www.koboldquarterly.com/k/?p=1174#comment-2431</guid>
		<description>Thanks, Maurice!  The party members&#039; ACs range from 31 to 49. It sort of seems like Table 3-13 shouldn&#039;t extend higher for various items, like making the Search DC substantially more than 30, or the attack bonus substantially above 24.  So maybe if I made the Search and Disable DCs 50, I could add +8 instead of +4.  If I made the attack bonus +40 maybe I could add  +4 instead of +2. So that would raise the CR to 16.  Then if I added black lotus extra it would raise the CR to 24. :-D I like the idea of an adamantine chain too. I was also thinking about making it something like a unholy power +6 harpoon, and maybe a large one so that the damage rises to 4d6. The average damage would then rise from 9 to 30.5, so the CR would rise by another +3, to 27. :-D

David</description>
		<content:encoded><![CDATA[<p>Thanks, Maurice!  The party members&#8217; ACs range from 31 to 49. It sort of seems like Table 3-13 shouldn&#8217;t extend higher for various items, like making the Search DC substantially more than 30, or the attack bonus substantially above 24.  So maybe if I made the Search and Disable DCs 50, I could add +8 instead of +4.  If I made the attack bonus +40 maybe I could add  +4 instead of +2. So that would raise the CR to 16.  Then if I added black lotus extra it would raise the CR to 24. <img src='http://www.koboldquarterly.com/k/wp-includes/images/smilies/icon_biggrin.gif' alt=':-D' class='wp-smiley' />  I like the idea of an adamantine chain too. I was also thinking about making it something like a unholy power +6 harpoon, and maybe a large one so that the damage rises to 4d6. The average damage would then rise from 9 to 30.5, so the CR would rise by another +3, to 27. <img src='http://www.koboldquarterly.com/k/wp-includes/images/smilies/icon_biggrin.gif' alt=':-D' class='wp-smiley' /> </p>
<p>David</p>
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	<item>
		<title>By: Darkjoy</title>
		<link>http://www.koboldquarterly.com/k/article1174.php/comment-page-1#comment-2430</link>
		<dc:creator>Darkjoy</dc:creator>
		<pubDate>Fri, 03 Jul 2009 17:16:11 +0000</pubDate>
		<guid isPermaLink="false">http://www.koboldquarterly.com/k/?p=1174#comment-2430</guid>
		<description>David,

The statues provide a hint to the player if the profession or perform check is made. A standard search check would detect the thieves square and the arming element.

Epic? That can be done. 1) raise the search and disable device DC to 40+ This increase the CR by 4. Increase the attack bonus to your players AC-8, this probably increases the CR by 2. Now this trap is CR 10. Now use a lot of them to give your players a challenge. Don&#039;t forget to change the harpoon&#039;s chain to adamantine or pure force to prevent an easy cutting escape. Use my advice on multiple traps.

These are quick modifications, if you kill your players I am not responsible ;-&gt;</description>
		<content:encoded><![CDATA[<p>David,</p>
<p>The statues provide a hint to the player if the profession or perform check is made. A standard search check would detect the thieves square and the arming element.</p>
<p>Epic? That can be done. 1) raise the search and disable device DC to 40+ This increase the CR by 4. Increase the attack bonus to your players AC-8, this probably increases the CR by 2. Now this trap is CR 10. Now use a lot of them to give your players a challenge. Don&#8217;t forget to change the harpoon&#8217;s chain to adamantine or pure force to prevent an easy cutting escape. Use my advice on multiple traps.</p>
<p>These are quick modifications, if you kill your players I am not responsible ;-&gt;</p>
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	<item>
		<title>By: David L</title>
		<link>http://www.koboldquarterly.com/k/article1174.php/comment-page-1#comment-2429</link>
		<dc:creator>David L</dc:creator>
		<pubDate>Fri, 03 Jul 2009 14:54:17 +0000</pubDate>
		<guid isPermaLink="false">http://www.koboldquarterly.com/k/?p=1174#comment-2429</guid>
		<description>Is there anyway to detect this trap before walking into the thieves square?

Is there any way to raise the CR on this trap into the epic (21+) range?

Thanks!</description>
		<content:encoded><![CDATA[<p>Is there anyway to detect this trap before walking into the thieves square?</p>
<p>Is there any way to raise the CR on this trap into the epic (21+) range?</p>
<p>Thanks!</p>
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	<item>
		<title>By: Darkjoy</title>
		<link>http://www.koboldquarterly.com/k/article1174.php/comment-page-1#comment-2418</link>
		<dc:creator>Darkjoy</dc:creator>
		<pubDate>Thu, 02 Jul 2009 16:59:34 +0000</pubDate>
		<guid isPermaLink="false">http://www.koboldquarterly.com/k/?p=1174#comment-2418</guid>
		<description>James,

I&#039;d say that querying Wolfgang is the way to go here, the &#039;submit&#039; link at the top of the page holds all the details you&#039;ll need.</description>
		<content:encoded><![CDATA[<p>James,</p>
<p>I&#8217;d say that querying Wolfgang is the way to go here, the &#8217;submit&#8217; link at the top of the page holds all the details you&#8217;ll need.</p>
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	<item>
		<title>By: James A</title>
		<link>http://www.koboldquarterly.com/k/article1174.php/comment-page-1#comment-2417</link>
		<dc:creator>James A</dc:creator>
		<pubDate>Thu, 02 Jul 2009 15:32:18 +0000</pubDate>
		<guid isPermaLink="false">http://www.koboldquarterly.com/k/?p=1174#comment-2417</guid>
		<description>I&#039;ve read through many of your traps, and am loving them.  It then occurred to me that I had designed a rather devious trap (it was also functional for the residents), but never created stats or even determined its exact lethality (other than I think it is VERY lethal).  I created it as a player for a hidden temple complex in the underdark we occupied.

I would love to give you the idea (signing over all IP rights). So that if you decided it was good enough, you could publish it here for all to enjoy.  I would only ask that I get sent a copy of the article. =)

Please contact me if you&#039;re interested.</description>
		<content:encoded><![CDATA[<p>I&#8217;ve read through many of your traps, and am loving them.  It then occurred to me that I had designed a rather devious trap (it was also functional for the residents), but never created stats or even determined its exact lethality (other than I think it is VERY lethal).  I created it as a player for a hidden temple complex in the underdark we occupied.</p>
<p>I would love to give you the idea (signing over all IP rights). So that if you decided it was good enough, you could publish it here for all to enjoy.  I would only ask that I get sent a copy of the article. =)</p>
<p>Please contact me if you&#8217;re interested.</p>
]]></content:encoded>
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	<item>
		<title>By: Darkjoy</title>
		<link>http://www.koboldquarterly.com/k/article1174.php/comment-page-1#comment-2415</link>
		<dc:creator>Darkjoy</dc:creator>
		<pubDate>Thu, 02 Jul 2009 08:26:44 +0000</pubDate>
		<guid isPermaLink="false">http://www.koboldquarterly.com/k/?p=1174#comment-2415</guid>
		<description>Phillip,

More is always more! I did consider what happens when you use two or more traps, but didn&#039;t include it in the article.

If two or more harpoons hit, the target must roll two or more DC 15 Strength checks or he is lifted upwards by 10 feet.

If the target is lifted upwards, then during the traps next round they must make an opposed Strength check. The trap that loses extracts its harpoon from the target (2d8 damage + DC 16 Fortitude Save or be nauseated for 1d3 rounds)

Think that should cover it. Adding poison to the traps is even simpler: please consult d20srd.org</description>
		<content:encoded><![CDATA[<p>Phillip,</p>
<p>More is always more! I did consider what happens when you use two or more traps, but didn&#8217;t include it in the article.</p>
<p>If two or more harpoons hit, the target must roll two or more DC 15 Strength checks or he is lifted upwards by 10 feet.</p>
<p>If the target is lifted upwards, then during the traps next round they must make an opposed Strength check. The trap that loses extracts its harpoon from the target (2d8 damage + DC 16 Fortitude Save or be nauseated for 1d3 rounds)</p>
<p>Think that should cover it. Adding poison to the traps is even simpler: please consult d20srd.org</p>
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	<item>
		<title>By: Phillip Larwood</title>
		<link>http://www.koboldquarterly.com/k/article1174.php/comment-page-1#comment-2411</link>
		<dc:creator>Phillip Larwood</dc:creator>
		<pubDate>Wed, 01 Jul 2009 21:40:33 +0000</pubDate>
		<guid isPermaLink="false">http://www.koboldquarterly.com/k/?p=1174#comment-2411</guid>
		<description>Now this is one nasty trap. The one thing Darkjoy didn&#039;t do was give us a few more options for the trap, like one covered in debilitating contact poison (particularly Strength or Constitution based) or one that implemented two hand of god traps placed in separate corners of the ceiling and striking the same target (but what happens when they both start pulling on the same target... ouch). I think I might use this one.</description>
		<content:encoded><![CDATA[<p>Now this is one nasty trap. The one thing Darkjoy didn&#8217;t do was give us a few more options for the trap, like one covered in debilitating contact poison (particularly Strength or Constitution based) or one that implemented two hand of god traps placed in separate corners of the ceiling and striking the same target (but what happens when they both start pulling on the same target&#8230; ouch). I think I might use this one.</p>
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	<item>
		<title>By: Ron</title>
		<link>http://www.koboldquarterly.com/k/article1174.php/comment-page-1#comment-2409</link>
		<dc:creator>Ron</dc:creator>
		<pubDate>Wed, 01 Jul 2009 17:28:57 +0000</pubDate>
		<guid isPermaLink="false">http://www.koboldquarterly.com/k/?p=1174#comment-2409</guid>
		<description>A great trap with a fantastic name!   Loved this one.</description>
		<content:encoded><![CDATA[<p>A great trap with a fantastic name!   Loved this one.</p>
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	<item>
		<title>By: Darkjoy</title>
		<link>http://www.koboldquarterly.com/k/article1174.php/comment-page-1#comment-2408</link>
		<dc:creator>Darkjoy</dc:creator>
		<pubDate>Wed, 01 Jul 2009 09:43:43 +0000</pubDate>
		<guid isPermaLink="false">http://www.koboldquarterly.com/k/?p=1174#comment-2408</guid>
		<description>Thank you. I too feel that this one is one of the best that I&#039;ve done, it is however not the best (IMO).</description>
		<content:encoded><![CDATA[<p>Thank you. I too feel that this one is one of the best that I&#8217;ve done, it is however not the best (IMO).</p>
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		<title>By: Tauster</title>
		<link>http://www.koboldquarterly.com/k/article1174.php/comment-page-1#comment-2407</link>
		<dc:creator>Tauster</dc:creator>
		<pubDate>Wed, 01 Jul 2009 08:09:03 +0000</pubDate>
		<guid isPermaLink="false">http://www.koboldquarterly.com/k/?p=1174#comment-2407</guid>
		<description>Honestly: I can&#039;t remember a more devious trap for any temple, or one named more appropiately. I&#039;d say this is one of the best traps so far!</description>
		<content:encoded><![CDATA[<p>Honestly: I can&#8217;t remember a more devious trap for any temple, or one named more appropiately. I&#8217;d say this is one of the best traps so far!</p>
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	<item>
		<title>By: Scott</title>
		<link>http://www.koboldquarterly.com/k/article1174.php/comment-page-1#comment-2397</link>
		<dc:creator>Scott</dc:creator>
		<pubDate>Tue, 30 Jun 2009 17:52:31 +0000</pubDate>
		<guid isPermaLink="false">http://www.koboldquarterly.com/k/?p=1174#comment-2397</guid>
		<description>Love it!</description>
		<content:encoded><![CDATA[<p>Love it!</p>
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