Showing posts with label traps. Show all posts
Showing posts with label traps. Show all posts

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 Cerulean 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.

Saturday, April 23, 2011

T - Trap

Bored with common pits, spears and stone blocks? Here you go!

Roll 1d12:

1-2) Gravity trap A: victim is crushed by a sudden gravity growth. 2d6 damage with great possibility of breaking some bones during the fall. Victim must roll equal of less than his Strength on d100 to set free (anybody that helps him may add his STR).
3-4) Gravity trap B: victim is literally launched 2d6 meters up. when he falls he receives 1d6 damage per each five meters (or its fraction). If victim hits the ceiling, well… he receives 2 points of damage per one meter “beyond” the height of the ceiling.
5) Red’s Cage: big, rusty and animated cage. It have two limbs able to grab victim and push inside itself. AC 2, HD 6, it don’t cause any damage, but there is a 25% chance that it have something already caught (typical wandering monster for this region, but only one of them), so anybody pushed inside it may be in trouble. Cage is capable to contain 5 human-sized victims.
6-7) Click!: one of the party members steps on something… clicky (it may be a loose floor tile, stone or something else). Nothing happens until he raise his leg. If he does… nothing happens, except one thing – as long the trap button is pushed (and party members are thinking how they may save their friend) time in the dungeon passes twice as fast (especially for purpose of wandering monsters, random events, poison etc.).
8-9) Gong: another seemingly non-lethal trap. Activation of it causes the ringing of bell or gong located somewhere in the wall or ceiling of the room. It’s obvious that any inhabitant of the dungeon will hear it and probably will go to find out what happened.
10-11) Food contaminator: victim of this trap may now forget about all his food and water reserve. Any non-magical liquid he has is now transformed into urine and any food transforms into a disgusting and horribly stinking goo.
12) Spell sucker: it have no effect on characters unable to cast spells, but any spellcaster (cleric, magic user and so on) must save vs. spells. If he passes, he loses one randomly determined spell. If he fails, he loses all his prepared spells. Nice, eh?