Originally Posted by
Angelus_dead
You're referring to a specific conditional inserted by the quest designer, while I'm talking about a generic "Ambush" and "Locking Door" warning icon. It takes more development effort to write a line of dialog and have the narrator recite it and bring that asset all through the workflow.
I mentioned several quests containing this kind of thing, and I think most of them don't have any notification. Note that a message after the ambush triggers doesn't count as a warning. I haven't retested all of these recently, but I did play them on rogues:
Taming the Flames: Come into a room, doors shut around you, mephits and elementals are killed to get out. No warning.
Delera's Tomb: Come into a room, portcullis shuts behind you, undeads are killed to get out. No warning.
VON5: Come into a room, door shuts behind you, warforged are killed to get out. No warning.
Twilight Forge: Talk to the final NPC, he aggros and attacks, doors shut behind you, never opens again. No warning.
Wizard King upper chambers: Kill the miniboss, the floor falls out and door shuts behind you, never opens again. No warning.
Wizard King central/lower chambers: Go into a room, doors seal in front and behind you, undeads and/or golems are killed to open them. No warning.
Black Mausoleum: Open a chest, floor falls down, forcefield seals behind, pull a lever and wait 5 minutes to open it.
Ritual Sacrifice: Step into a hallway segment, forcefields seal in front and behind, elementals are killed to open them. No warning.
It is true that several of those have warnings after the ambush happens. Looking at Ritual Sacrifice as a specific example, it has DM text both for when the monsters appear and when you defeat them. "Another ambush! You must be getting close". But what I am looking for is a way to know there was something there before it happens.
Presently the most common occurrence is that one player who has done the quest before warns everyone else about it, and they're prepared for the trigger that way. I'm hoping for something that'll equalize that gameplay experience with groups who haven't done the quest before. A locked room ambush can be much more dangerous if you stumble into it as an actual surprise, meaning that it's hard to balance the encounter to be challenging both to parties with and without knowledge that the attack is coming.
Indeed, that's why I omitted it from the list in the first post.