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Grimtooth’s Traps - https://www.amazon.com/gp/product/099618130X/ref=as_li_tl?ie=UTF8&camp=1789&creative=9325&creativeASIN=099618130X&linkCode=as2&tag=webdm-20&linkId=36681271c9ac14328fa1af2eb6b59e8f
In an anticlimactic intro meant to juxtapose the spurious nature of the subject matter, the guys talk about the traps and the inherent traps in using said traps. Traps. Are they just a Hit Point tax? How much description is necessary before alerting to the play to the trap before the character? It can sometimes reside in the purview of only one character in the party, the rogue.
Jim has grown weary of standard mechanical traps (spear, dart, etc.), save for pit traps. (*cue rimshot*) They can work as segues to more danger, i.e. monsters, or paths to different parts of the dungeon. Magical traps can cast a new light on how players deal with traps, but be caregul not to overwhelm their resources. Jim speaks on ways to build traps that capture their iconic tradition. Make them Puzzles, connected to other parts of the dungeon. Allow every party member to participate in its resolution. Jim makes reference to ‘Grimtooth’s Traps’ as inspiration. Players should be clear with descriptions of their interactions with traps. The DMG has good info how to handle traps. Don’t get bogged down with rolls. Also, decide what play style your table uses with regard to traps, player skill vs character skill. As a DM, how forgiving are you with your PC’s description?
The guys breakdown Passive Perception/Investigation. DM’s should change up their descriptions when you have very perceptive characters. Don’t always describe traps, but other clues that might lead to finding traps or ways to solve them. Keep your players on their toes.
Pruitt asks how to shake up mechanical traps? Jim proceeds down titering corridors that take the adventurers to lower levels of the dungeon. There they might find rotating rooms that cut off old and open new paths through the labyrinth. The DM must ask are these traps designed to trip up the party, seriously hinder the party, or stop the party? Best have a wish ready if you find yourself up against the latter. The conversation finally stumbles onto the ‘Tomb of Horrors’ and the upcoming release of ‘Tales from the Yawning Portal’. Notice, Pruitt then yawns… Coincidence? I think not! Will ‘ToH’ be accurately represented? Jim relates the origins of ‘ToH’.
*Spoiler Alert* How to defeat the ‘ToH’? The guys discuss their history with ‘ToH’. Then recount their run through ‘Return to the Tomb of Horrors’.
How can a DM spruce up a dungeon to compliment traps? Let your dungeon be organic and winding. Multiple paths for the PC’s to learn and exploit. Pruitt brings up the ‘Castle White Rock’ campaign. Jim speaks on his ‘Black Rock’ game. Make your dungeons dynamic and lived in, then traps become easier spring on your players.
The group regroups. They then get hung up on the pronunciation of mimic and other pointless shit. Jim creates a future show idea. Pruitt’s back is going out, and won’t be in by curfew. Jim correlates posture with chastity. And Pruitt uses Roy Brown’s hit “‘Butcher Pete’ to discuss the “birds and bees”, while Jim sings backup.
(0:28)”I don’t like traps…”
(16:29-16:37) Naked life
(26:33-end) it’s about sex
Written & Hosted by Jonathan Pruitt & Jim Davis
Produced, Directed & Edited by Travis Boles
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5e Dungeons & Dragons is here to stay, and Web DM is here to help!!! Jim Davis & Jonathan Pruitt have been playing Dungeons & Dragons for a combined 30+ years, and on Web DM they demystify, dethrone, and defrock this Dungeon we call Dragons! Subscribe to our channel for weekly videos on 5e Classes, Monsters, DM Tips, and more! Join Pruitt & Jim as we kick down the door and talk some serious Dungeons & Dragons!