Dungeon 15 Turn 4
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Ricki joins the rest of the party again to assault one of the dead end hallways. She cuts apart the web (though Lara gets momentarily stuck), and Sue and Amadeusz are both easily able to squash one of the small spiders. Sue avoids a counterattack, while Amadeusz simply toughs it out.
Lara strikes at the larger spider, dealing massive damage, but doesn’t manage to defeat it in a single attack. Fortunately her immense poison resistance protects her from the creature’s fangs.
Ricki: Head right. Slash the Drider.
Lara: Head right. Drop your cigs and regular shield on the floor. Slash the Drider (to death).
Sue: Loot the chest by the weird purple brazier. Wonder what that’s all about (but not too hard, don’t use your ability yet), then head right.
Amadeusz: Finish off the Killer Spider.
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Kills the Cultist-Turned-Drider, loots a chest, sets us up for next turn where we break both of the braziers down here at once.
I quite enjoy how Wolf just chomps on the small spider to defeat it. ^^
Also look at Sue just stomping that bug without remorse.
Ricki: Ask Sue to start narrating again.
ok so I did a question about marking traps so Ricki does no have to be there to have them be avoided.
I have know thought of some possible rules for this.
1 Ricki or another character that can detect traps has to be involved but does not need to be the one marking the traps.
2 traps can still be triggered if knocked in to the trap, the character is distracted (from a story perspective) or they can’t see, as a example a non dark sight character in a room with no light would not see the trap marking unless it’s been marked by something that glows.
3 enemies can remove the markings.
4 to mark a trap something is needed to mark them. this can be someting to draw with or place near the trap.
5 all traps in range are marked in one turn. traps that do not count as in range are in range of a hostile (in their agro range anyway) unless the hostile is distracted. or is in a sealed section of the room like a locked room or a walled off section of the room
I think that if we could “mark” the trap, it would be as if the trap was “permanently revealed” to all party members, or all creatures with sufficient perception and intelligence.
There’s no mention of anything like that in the trap detect/reveal skill that Ricky posseses. It’s not yet fully upgraded, so who knows, but so far it only allowed to reveal traps for one turn with no mention of any way to extend that time.
Also, “permanently revealing” would have very similar effect to trap-disable skill. To do what you suggest, we’d need some easily visible markers. Like, chalk on the wall or lit torches taped to the plate/trigger. Those items would need to be consumed to match trap-disable skill.
If that trick would be considered possible by author, I do not see why we’d ever have an option to trap-disable skill. Those two ways of disabling traps would be VERY similar. But we do not have “throw a stone on a trap” skill (a.k.a. RemoteTrapActivation skill) or “burn a table with torch” (a.k.a. DungeonFurniturePyrolysis skill), right?
What I mean is, your idea is cool, but I really doubt we can do that at will. However, it might be that the ultimate form of trap-detection is something like “Ricky can use a dagger and 3 gold coins to place a marking to indicate location of a trap. Team members recognize this mark and the trap is revealed to them as long as the marking is in place. Dagger and coins may be retrieved by anyone capable of picking up or moving objects. This ends the effect immediately.”