Trap (E):
Roll
1d6 for each Warrior. The Warrior with the lowest score has set off a trap.
Roll 1d6 on the following table.
1
There is a loud explosion and the room is filled with fire and smoke. Every
model on this board section takes 1d6 Wounds, with no modifiers for toughness
or armour.
2-5
A pit opens in the floor and your Warrior plummets onto the rocky floor below.
He takes 2d6 Wounds, and he can only escape if the party has the rope pr a
Levitation spell.
6
A stone slab slides back in the wall, revealing the glint of gems and gold.
Draw one Treasure Card.
Roll
1d6. On a 1, 2, or 3 draw another Event Card immediately.
1a)
A stone moves under the players feet just before the explosion. From around the
walls small murder holes are revealed that were plugged with chips of granite
and some dark powder that was ignited by the triggering of a cantrip producing
a finder of flame in every hidden recess when the stone in the floor was
compressed. Close examination will reveal that several of the traps failed to
explode. By chipping away the plaster and granite pieces a quantity of this
dark powder can be salvaged. It will ignite explosively if exposed closely to a
flame or even a spark. There is enough of the dark powder to blow apart a closed
door or kill a large creature (or party member) if ignited upon them.
2-5a)
The sides of the pit are dank and slimy and make scaling them, even for a
thief, very difficult. The pit is 25feet below the surface of the floor. The
trap swings closed after dropping the player character but the spring and latch
can be sundered from above with little difficulty. At the bottom of the pit is
the mummified remains of a human.
He
appears to have been a slight man clad in simple clothing and leather armor.
His neck was broken in the fall in is at an odd angle to the rest of his body.
If searched he has:
Armor:
Leather
- made for a slightly below average sized human male.
Weapons:
A
finely made short sword - non-magical but +1 damage due to the well-crafted
edge and +1 to hit due to the balance.
Two
daggers that are balanced for throwing. They are +1 to hit (non-magical) if
thrown.
Items:
On
his belt is a small case containing a Thieve's picks and tools. A small coil of
wire and several metal nais.
Backpack
-
1)
50ft coil of fine rope
2)
Mirror in a small wooden case
3)
A curved magnifying piece of glass wrapped in a square of silk
4)
Jar containing goose grease
5)
A small hammer and a dozen metal spikes wrapped so as not to clink in a greasy
rag and then in a canvas pouch.
6)
a small metal key in a silver case.
6a)
As the player leans or steps on a square of stone a small section of wall about
5ft above the ground slides open. Inside is the glint of gems and gold. Anyone
reaching for them must make a saving throw or have their hand damaged or
severed completely as a steel razor-sharp blade drops like a guillotine across
the opening. The metal blade will completely fill the opening and will require
much work smashing away the surrounding stone to remove it as the blade locks
in place from above once it has fallen. The gems inside are glass, the gold is
mere paint on copper coins.
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