I finally paid for a Roll20 subscription. I'd been using it and, mostly, drawing maps with lines and the like. Worked well, and I hunted around for good tokens to represent guards, creatures, etc. I found battles really benefited from maps. The rest of the time I use simple Theater of the Mind (TotM) techniques.
But not this session. A trip through a trapped dungeon was greatly aided by using the dynamic lighting capabilities of Roll20. Specifically, the Infinite Cave at the end. I scrambled, last minute, to drop in some really nice looking free dungeon and cave tiles and walls to make the map look much better. I then drew out the dynamic lighting lines, and voila, an immersive map!
I think I could have done it with words alone, but this was good. I had never bothered to write out decent descriptions of each tunnel, and it only just now dawned on me that I could have done that. Oh well, this worked, and the players had fun!
Considering I didn't really try very hard to put together awesome descriptions of the tunnel, it probably won't be a surprise that I didn't think too hard about the traps, either. I had already decided that those with the blood charms would be in no danger from the traps, so I didn't feel any real impetus to put hard numbers to things. This was, perhaps, not super smart. I'm quick on my feet, though, and have been relying more and more on my improvisational side, so when numbers were needed, I conjured them from no where. Worked fine, and it was less stressful. The only real catch was when Vyktor wanted to find out what was triggering the crushing stone traps. "Oh, powerful Illusion magic." Good enough, if a bit of a cop-out.
Players searched for ways to open doors, and I about smacked my forehead because I stupidly didn't think about that. Well, grabbed an appropriate difficulty number from the GM's screen difficulty table and off to the races. Ultimately decided that hidden buttons to leave were easier to find than hidden buttons to progress deeper (DN 10 vs. 20).
What I HAD thought of was that the blood charms would open all the doors. When Boris figured that out on wooden door, and then quipped, "There was a key. It was in us all along." I about died laughing. He was also the one that suggested nobody looked back when the room exploded in flames behind them. They're one cool group.
There there was my favorite trap. It turned out far better than I could have expected. The Infinite Cave was an illusory cave system that twisted in an infinity sign (which was by accident...I mean I way intentionally overthought this). It's possible that I could have gotten more mileage with TotM stuff here. Thinking back, maybe the Infinite Cave would be better to not be drawn out. Regardless, the players were what made it work.
They didn't metagame AT ALL (or barely, if I'm honest). Those trapped in the illusion acted as if it were real. Each side tried to convince the other of the rightness of their view, and this caused everyone to doubt what they actually could see. As a long-time RPG player and still relatively novice GM (what, 12 sessions already! Wow!), it was truly wonderful to see this. I have the best players!
Of course, had the players rolled well, then perhaps this never would have happened. I set the Sensing difficulty at 25. That's hard for a Master tier adept, and sets the equivalent spell Circle to 10. Reasonable for a kaer defense, I guess. I wanted them in the trap for a little while, but I didn't want it to end the game, so how to decide how the Orichalcum door blood charm gets them out of this? Unlike the other traps, the charm here just gave them automatic sensing tests and a bonus of +2 for each missed test. I remembered to give them the +5 for Valteri's help, but I forgot that bonus is cumulative for each player. I also didn't describe the figment nature of the cave after they successfully sensed it. Regardless of the bonus to their rolls, most of the players kept rolling below 10 on steps as high as 15 or 20. It was crazy!
I love illusions and Illusion magic in Earthdawn. Growing up, Elementalists were my favorite, but Illusionists now tie for best. I do miss Rope Trick, though.
I promised a fight, and by golly, they got a fight! Though not as big as I planned, which was good since it started at our normal quitting time. The day before the game, I decided to drop a bear in the cave at the end of the tunnel. I wanted to get a fight in, and I couldn't be sure they'd find something to battle otherwise. I added the baby bear and thought, in the back of my mind, that this might make them more sympathetic. I didn't really expect it, but Valteri's player simply couldn't murder a mama bear in front of her cub. As mercenary as he always plays his characters, this was, apparently, a line he wouldn't cross.
And I plan on rewarding that! Perhaps they have a bear friend, now.