Author Topic: Super Trapped Chests, Anything Good?  (Read 1494 times)

Legacy_Scorpio Snake

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Super Trapped Chests, Anything Good?
« on: October 08, 2010, 12:18:23 pm »


                I am playing through the OC again. This time as a Barbarian (my first time as one). They seem to be the only ones with enough hit points to survive those super trapped chests. You know the ones a rogue can't even disarm. To my disappointment there was nothing you wouldn't find in any other chest in the one I opened in the first chapter. Do any of these chests contain anything special? Or are they just there to make you wonder, and then be disappointed?
               
               

               
            

Legacy_jmlzemaggo

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Super Trapped Chests, Anything Good?
« Reply #1 on: October 08, 2010, 02:11:59 pm »


               If you can't open it, no need to think about it.

How ever difficult it might be...

And how could you be disappointed by the way...
               
               

               
            

Legacy_HipMaestro

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Super Trapped Chests, Anything Good?
« Reply #2 on: October 08, 2010, 02:45:34 pm »


               I've yet to find any chest or door that can't be bashed in complete safety by just equipping a range weapon and firing with elemental ammo (unless set to unbashable or plot, of course).

All containers, whether trapped or not can have either a static item reward, a randomly-generated reward or nothing. They can also be set as either unbashable or plot to defy the most resourceful adventurer. テつ Also, depending on the trap, the DC may be so high that only a highly-skilled rogue can disarm. テつ This is designed this way on purpose to make the module play differently for different classes.

Without knowing the specific container(s) to which you are referring, I have no way to determine what the setting is on that one (those). テつ There are some "boss chests" with very high-end random reward items that may also be trapped. The further one advances in a campaign, the more difficult the traps become, again, by design.

All containers that contain random inventory can be farmed by using the save-reload trick... a technique not available on a PW.

That's about all my container and trap knowledge. テつ Now I must rest. テつ 'B)'
               
               

               


                     Modifiテδゥ par HipMaestro, 08 octobre 2010 - 01:49 .
                     
                  


            

Legacy_MrZork

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Super Trapped Chests, Anything Good?
« Reply #3 on: October 09, 2010, 01:27:57 am »


               Yes, I am also wondering which chest in the OC is trapped to the point that Mr. Undergallows can't open it. Do you remember where that chest was? My recollection was that there weren't any traps that my wizard with a couple levels of rogue couldn't disarm, at least once he had Tomi's ring and a set of Gloves of the Rogue.

I do recall on several instances being frustrated that, even in chapter 3, I'd run across some chest that would have a high twenties DC lock and a high twenties DC trap and nothing in it but 13 gold or a potion of bless. Argh! A chest-trap combo that probably cost over 1000 gp to make and they hiding stuff I wouldn't bother to pick up if it were laying on the floor.

Of course, that's not nearly as heart-breaking as opening a chest to find 237 gp or some relatively high random amount it in. The gold is okay, but you know that amount probably doesn't turn up unless it was a 'high' or 'boss' treasure that could have been a decent item instead, if not for a cruel roll of the pseudo-random number generator. :-/
               
               

               


                     Modifiテδゥ par MrZork, 09 octobre 2010 - 12:30 .
                     
                  


            

Legacy_Scorpio Snake

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Super Trapped Chests, Anything Good?
« Reply #4 on: October 09, 2010, 01:46:13 am »


               One of the chests, and it might be the only one in the first chapter though I think there is another one, is in the zoo. I am pretty sure it is in there, right before the guy you have to fight to free the animals. Tommy wouldn't open it and I couldn't when I played as a rogue. The trap does something like 75 fire damage.



Next time I will have to pay more attention to exact details.
               
               

               
            

Legacy_HipMaestro

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Super Trapped Chests, Anything Good?
« Reply #5 on: October 09, 2010, 02:48:46 am »


               The first one that comes to mind is the one in the prison of Helm's Hold located behind bars in one of the cells.  IIRC the DC for both unlock and disable trap is 34. I remember it being flagged as plot so Knock has no effect.  Find Traps spell will disarm it fine but there's no spell to unlock it.  It is a boss chest so has a good random item. Tomi would need to be around level 10 to unlock it テつ with his high Dex (probably not feasible for an ending Ch 1 hench that lags behind the PC by one level throughout the campaign i.e. PC would need to be apprx lvl 11).  A rogue PC could very well unlock it using high-end lock picks even with a much lower level than Tomi ever could.  Too bad the AI doesn't include an option for Tomi to use the lock picks. '<img'>

Edit: テつ Any container/door flagged as plot cannot be bashed even with elemental ammo nor destroyed with a spell. There aren't many that fall into this category but for all intents and purposes they are invulnerable.

BTW, to circumvent the "cursed dice" effect, just save before opening any chest and if you don't like what appears, just reload and try again. テつ It works on any container scripted for random drops.

The zoo chest that the OP is referring to also has a very high DC but is not plot so can be managed with spells or elemental ammo. A level 4 rogue can open that one with a pair or +6 lock picks (or a level 7 with +3 lockpicks), with maxed Open Lock skill of course. In all cases, the Dex modifier can increase the skill level so the estimates are based on Dex 10 and without max Dex bonus factored in (naked).
               
               

               


                     Modifiテδゥ par HipMaestro, 09 octobre 2010 - 02:25 .
                     
                  


            

Legacy_MrZork

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Super Trapped Chests, Anything Good?
« Reply #6 on: October 09, 2010, 08:48:17 am »


               Oh, yeah. I think I remember that chest outside the gamekeeper's room. Disarm DC of 32 and something similar for unlock. But it's bashable. I usually do Blacklake last, so I have Tomi's ring and Gloves of the Rogue by that point. Depending on how rich the character is at that point, there may be a Lesser Amulet of the Master in the mix, as well. There is also a tough chest in Montgomery's room (the zoo owner) that isn't as hard to open (DC 30 and it's not trapped), but it's plenty hard, so non-rogue parties need to have some elemental damage at their command.



HipMaestro, I did a fair amount of "saved-game mining" when I first went through the OC. Let's face it, getting a crummy bottle of ale after a decent fight is enough of an insult to soften any guilt one might feel for reloading. (BTW, as a bit of trivia, those items - ale, wine, etc. - are actually referred to as "junk" in the treasure scripting.) But, now that I've played through the campaign a couple times, it's just too unbalancing both to know what's coming and to have the best items in my pack, too.
               
               

               
            

Legacy_Westan Willows

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Super Trapped Chests, Anything Good?
« Reply #7 on: October 13, 2010, 06:21:25 am »


               HipMaestro, I know the chest you refered to. I played a Rogue a few times and opened that chest. You can get anything from Rogue Tool+1 to a cloak (I forgot the name of the cloak but I got a good price for it)
               
               

               
            

Legacy_cds13

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Super Trapped Chests, Anything Good?
« Reply #8 on: January 13, 2011, 11:09:59 am »


               Elemental ammo, the only safe way to burst chests. This is the only pain of the OC... the huge number of chests (trapped and non trapped).