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How to use *Teleporter Crystal traps*? (cant find a specific section for this question)

As the title says... How do I, as DM use Teleporter Traps? (i have seen these mentioned in the donjon generator - but it does not tell me *where* they are teleported to... onlt the DC to find and break them **or be teleported to another room with DC11 to save against*) So how should i use these? Should i even use them at all? If i do use them should it be on a d20 roll with 1>20 being the number of the room they are transported to? Cheers
I'm assuming the teleport traps you're referring to are non-specific/randomly generated rather than part of a prewritten module.  If that's the case, you get to choose where they send your players. It could be a specific room, or it could be random with a die roll to determine the destination.  I have a big dungeon I'm working on that has this type of trap.  In it, the traps each have a pre-determined destination room.
There are 2 api's that can be utilized to pull this type of trap off but ultimately just using your mouse as the GM and dragging and dropping after resolving the save is just as simple.  It'd be one thing if the api script would be utilized for massive amounts of use, but a teleport trap is so niche it just wouldn't be justifiable the amount of prep to do something you could do just fine fully manual.  Teleport API is setup in such a way that you could yoink out the actual command that fires from the teleporter pads so you could make a macro that takes a selected token and moves them to a specific pad.  Combine this command with its a traps api field and as long as your traps make saves for players, it will fire the teleport when they fail their save.  
1642964852
David M.
Pro
API Scripter
Note that the solutions that DM Eddie described would require the owner of the game to have access to api scripts via a Pro subscription.
thank you very much guys, sorry it took a while to get back, but thank you :)