Friday, March 1, 2024

Magical Snares


No, it's not about the type of drums. I'm sorry if I disappointed you.

Roll 1d6:

  1. Any caught creature must save vs. magic to avoid falling asleep for as long as it remains ensnared.
  2. When triggered, it emits extremely loud sound of a bell. Then, an extremely loud voice speaks the name of the ensnared creature (or its species if it has no name).
  3. Any caught creature must save vs. magic to avoid being teleported to a cell inside the nearby tower, belonging to the Mavue Wizard.
  4. When triggered, an undead (and hostile) skeletal warrior pops out of existence at the beginning of each of 1d6 turns after the trap's activation.
  5. Any caught creature must save vs. magic or its level will be drained by 1. If reduced to zero or below, the creature will become a slave to the Ochre Wizard.
  6. The snare can be triggered only by females. Any caught creature must save vs. magic to avoid becoming obsessed with the thoughts of Cerulean Wizard, even if they have never seen or heard of them.

The Ochre Wizard regretted creating his Trap of Irresisitible Affection in such haste. Now his tower is besieged by the menagerie of weird animals, all female. Not a single woman had fell into his trap in five years. But the beasts and the monsters keep flocking to his keep.

1 comment:

  1. Absolutely captivating! The creativity and depth of the magical snares described here are simply mesmerizing. Each one seems like it could lead to an entire adventure on its own. And that twist at the end with the Ochre Wizard's predicament adds a delightful layer of humor and complexity to the narrative. Can't wait to see what other surprises await in this world!

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