Showing posts with label Traps. Show all posts
Showing posts with label Traps. Show all posts

Monday, February 6, 2023

[ToM] Guest Kitchen

The guests of the Mozz who were invited to stay at the temple were not merely peasants or hunter-gatherers, even of the lower races. Typically the great ones- the royals, the archmages, and those accustomed to luxury. The Mozz, never to be shown up, always tried to one-up them with showmanship.

The Guest Kitchen is an impressively large room once deemed to cook meals for hundreds of guests. Because of the differences in diets and cultures, those who came to the Temple and lived in the "Guest City" were expected to make their own food here- though the Mozz graciously would supply the ingredients or means.

Within this room are two large marble slabs, opposite each other. The slabs are engraved with a golden runic circle over the top. By placing ones hands on them and gently running your fingers along the circle, clockwise or counter-clockwise, you can generate heat or cold based on the rune. It requires no magical skill or spells to do this, but these slabs have not been calibrated for countless years, meaning that they are unpredictable.

If you touch a slab, it will emit a random amount of its elemental table. 50% chance to touch the Hot slab or the Cold slab at random until you know what each one does. Each slab can only be activated once per turn.

Hot Slab (Roll 1d6)

  1.  No effect
  2. Gentle warmth emits from the circle
  3. Candle-sized flame appears in the center of the circle. Open flame could be used to light a torch, generate some light to read by, etc.
  4. Pillar of intense heat appears in the rune circle; though its cool just outside of the engraving. Anything placed in the circle is cooked at a decent speed- in about a turn.
  5. Fire spews out from the rune circle uncontrollably. Someone has to run in to touch the circle to turn it off! As spell Burning Hands or 1d4 damage randomly fired to someone else standing in the room every round.
  6. The circle explodes with a hellish amount of heat and energy- though no flame is visible- it becomes hot enough to melt skin and fat and char bones to blackness. Deals 5d6 damage to the activator and 2d6 for anyone else in the room, unless they're touching the Cold Slab.

Cold Slab (Roll 1d6)

  1. No effect
  2. Stone feels oddly cool to the touch.
  3. Crisp cool wind emanates from the slab to the rest of the room. Heals 1 HP.
  4. Flash freezes any liquid inside the circle. Water skin or potion vial; frozen solid. If your hand is inside, deals 1d4 damage and a minor case of Frostbite.
  5. Strong cooling effect within the circle that chills and preserves any food item. Every turn it expands by 1 room and gets colder until the slab is touched again or it reaches the entire city- in which case it will start to fade away in an hour or two. This cold isn't strong enough to cause any effects it just feels weird and you'll shiver unless you have a coat.
  6. Circle releases freezing cold winds which lazily float across the room. Anything they touch is instantly frozen, and if touched again or fallen they explode into ice shards which deal 1d6 damage to anyone nearby. You can save to try and move past the clouds OR stand still away from them, but then you can't dodge the ice shards.

If the slabs of stone and marble are removed from the temple their magic remains active. Because they seem to draw power from the elemental planes themselves and are an essentially limitless magic item; they could be sold to a wizard or nobleman for a very high price. Essentially 30k gp at least per slab. Both slabs are very heavy and will activate multiple times if you try to carry them without very special precautions.

Also; in one corner of this room there is a crudely drawn arrow that points to the Bath Chambers.

Friday, January 20, 2023

[ToM] Dim Barracks

Carved out of the soft earth, this burrow was once a living space for cultists. The ceiling is pocketed with gently glowing crystals- giving this room a comfortable atmosphere. Good half of the crystals have fallen out of the ceiling; shattering on the floor into dull bits- only the whole crystals glow bright enough.

These crystals can be pulled out by hand from the soft soil ceiling. They are worth 150 gp each, and there are 3d8 of them here. You can also strap a few of them together on a stick and make an endless, smokeless torch.

The room was divided by curtains for privacy. Round "beds" long since rotted to straw and sludge that curl high at the sides- looking much like birdnests for the Mozz cultists to lay their heads. Each nest is elevated on a stone box, some of which have fallen in, and the box once contained their belongings. It should go without saying these cultists did not much trust each other. Many ancient bird bones remain within these piles.

If you search the room thoroughly, you will encounter two traps.

The first trap is a silver hand-trap shaped like a bird's talon. If you stick your hand under the nestbox it snaps shut, disabling that hand and dealing 1d6 damage. It can't be removed by hand and requires a healer and 1d3 days to fully remove. While you adventure, the talon doesn't do any more damage to you- just makes you unable to use that hand for a bit.

The second trap is an Explosive Rune.

Friday, January 6, 2023

[ToM] Exposed Trenches

On the approach to the Temple; one must mind what side they approach from. This is the dangerous side.

Far up on the temple is a giant crack. This crack reveals to the outside little; only a shadowy darkness that hint at the darkness inside the temple. But this crack runs deep; all the way to the core of the temple. And it is from this core that the deadly light issues forth- cascading the land in lethal emission. Any living thing caught in this light from this distance will die. There is no cover; all of the trees or plants which may have shielded you from the light have long since been killed. The biggest clue you are within the killing field is when there are no more birds, insects, or grass at all; only the tiniest of grasses grow half covered and wilted behind small stones. The light is bright enough and at a high enough angle that even small walls for cover or your cloak cannot protect you- it even penetrates a few fingers deep into the earth, destroying the worms and burrowing things that enriched the soil. Now, only a cracked and dusty earth remains here and the corpses of those who dared approach. Do not roll for any random encounters here; nothing that lives in the valley will come this close.

The light emits randomly from the temple. It is a bright white. The light only lasts a few seconds, but is still enough exposure to be lethal. After the light fades away; there is a period of 2d6 Exploration Turns before it emits again. There is no way to tell how long or short the time between emissions is.

Those with a supernatural sense for danger (Wisdom +2 or better) will also have a bad feeling right before the light emits again. If this happens, there is a 1 in 6 chance your party can find the hole that leads down to the trench-tunnels down below- which is the only place of safety this close. Once you get to the base of the tower, you are once again safe from the light. The light within the temple also gets just a little brighter right before another release; but if you can see that, it's already too late.

It takes a certain amount of time to travel on foot through the danger zone of the Exposed Trenches to the Temple. The time to go back the other way is the same. If you're traveling on horseback, half your time.

From the Trench-Tunnel Hole to the Temple - 3 Turns
From the Drytalon Canyon to the Temple - 6 Turns
From the Perching Stone to the Temple - 7 Turns

The corpses are also very well preserved- no scavengers. If you stop to loot the corpses- add a turn to your travel time but find 1d20x10 gold and silver coins- many from dynasties that have already ended.

Monday, February 15, 2021

Stone-Box Temple


In the olden days, mysteries existed in every nook and cranny. One day, a hungry family put their last last loaf of bread in a basket and covered it with a wicker lid and a basket to keep it out of the prying eyes of the many hungry children. The next day, they opened the basket and the loaf was gone. Only a fat rat remained. The basket was closed- how did the rat get inside?

This tale inspired an entire order of monks. The holy men talked at length about the truth of the universe- and how that when any basket is closed, anything could be inside. They knew, of course, that the rat had simply bite a hole in the basket while the family slept- this story is not a literal tale. But the idea had weight. This order of monks began to meditate upon the truth; and that every stone unturned and every basket closed and hidden could hold anything- including the truth. They began to build containers in their order halls- covered pits and stone caskets that they filled with random items, water, or nothing at all. To simply guess and consider what was inside was a path towards enlightenment.

The order grew. Eventually, they built the greatest temple of the ancient world- The Stone-Box Temple. It is built into a burial mound, appearing as a mighty hill from all directions, much like it itself was a great box waiting to be opened. The inside of the Temple embody the orders ideas; stairways that lead down into mysterious darkness, doors which do not open, built flush into walls. The architects of the place had themselves buried alive, so the mysteries would be lost and as mysterious as an unopened box. You know what else is in the Temple? Boxes. Way too many fucking boxes- everywhere. The place is filled with the brim with stone cubes- hollow and with heavy lids. Some rooms are so thickly packed with them you have to walk across the lids. These monks literally believed that any box can contain the Truth- and so every single box is worth the floor space in their temple. They are all holy.

Each box in the temple requires either two men to open, or a prybar and a strong arm (+1 strength man). You can only open a maximum number of boxes each exploration turn equal to the number of boxes your party can open as above times three. So for every two men, or every +1 Strength man with a prybar, you can open three boxes per turn. Each Box is about the size of a treasure chest, Big Boxes are the size of coffins and much heavier- they take twice the effort to open.


Stone-Box Temple Room Generator
Roll once for each category to generate a room in the Stone-Box Temple.

Room Shape & Size – 1d8
[1] Basically a closet. Shelves may be carved into the wall to store a few boxes.
[2] Standard square dungeon room. Boxes are stacked along edges with no entrances.
[3] Staircase. Boxes of various sizes on all the steps. Save or fall if you move here without light.
[4] Longroom- more like a hallway, may bend at a 90 degree angle once. Boxes are shelved or spread along the floor making it hard to walk.
[5] Cubed room- same exact height to width to length. Kind of weird being inside it- like you're inside a big box. Either has a bunch of boxes all around or one big one in the middle.
[6] Temple Room. Large room with a high curved ceiling- probably near the top of the Temple's mound. Has several raised podiums you can pass under with boxes stacked on them.
[7] Tall Room. Several unreachable steps of stone, or huge "shelves" carved into the rock. May make up the central shaft of the temple. These huge shelves contain the boxes.
[8] Sprawl Room. The biggest room. Seems to be carved partially into natural chambers- only found deeper in the temple. Weird organic curves & dips in the floor = more places to put fucking boxes.

Number of Boxes – 1d8
[1] Just 1d3 Boxes.
[2] About 1d6 Boxes.
[3] Modest 3d6 Boxes.
[4] Crowded 4d8 Boxes. If the room is a Cubed Room- change to Big Box.
[5] Either 2d10 Boxes or 1 Big Box
[6] Lottery of Boxes- 1d100 Boxes OR 2 Big Boxes
[7] 4d50 Regular Boxes or 2d6 Big Boxes. This room could be a tomb.
[8] No Boxes- this room was storage. For things other then Boxes. Boxes are the main attraction, obviously, they don't go in store rooms.

Trap – 1d8
[1] About 20% of the boxes have a spike trap; save or take 1d6 damage.
[2] About 50% of the boxes have a 2 HD zombie inside. The zombie will roar and all the other zombies in the boxes will start to shuffle out; 2d6 per round until the number of boxes
[3] All of the boxes have miasmic gas- toxic ancient fumes from decaying food. You can safely open them with a piece of cloth over your face; else you take 1d4 if you're around it when it opens.
[4] One box has corrosive gas in it. Save to run out of the room in time, else take 2d6 damage and lose your armor. People opening the box get no save.
[5] One Box is a pressure plate. If you put anything heavier then a slice of bread on this box (like your hands), it sinks into the floor and the doors close for 1d4 turns. Every wandering encounter you roll in this time all attack you at once when it ends- this trap set off an alarm.
[6] Two Boxes are teleporters. The first box is a teleporter that seems to lead to another room with no exit- but in reality it is the blown up image of the inside of another box. Going in through this box means you are now tiny in the other box; remove curse or Potion of Giant Strength to cure it.
[7] No trap. The Boxes are safe here. The next room you explore is safe too.
[8] The walls are carved with box-symbols all over it, reliefs of squares carved in ancient, dedicated but unrefined hands. These boxes are punch-pillars, shooting out of the walls to give people a square wallop that pass. They can be rearmed simply by pushing them back in. Anyone who tries to rest here leans on the wall (or tries to do that tracing the outer wall thing for a maze) and gets punched.


Stone-Box Monsters
The Stone-Box Temple is a silent, sacred, abandoned place. This means that inevitable it will be filled with dangerous, powerful monsters who stalk the halls. Roll 1d6 for wandering encounters.

[1] Contorted Bones (2-1 HD, +3 to hit, +1 AC, Crooked Claw attack at 1d3, immune to slashing, undead, contortion)
Morale- N/A
Numbers- 1d6 in Box Trap, 2d6+2 Wandering

Contorted bones are the remains of ancient box-temple priests, who bound themselves for long durations or until they died within the stone boxes- not all of them died willingly in the stone cubes. Their bones are twisted and contorted over the many years; they are much shorter then they were in life and their arms hook around your shield or right outside your vision- they move and act erratically, making them difficult to track to defend against, hence they have a high to-hit bonus.

These are skeletons. They are lesser undead, and never rout from combat, but can be turned and are immune to all things undead are immune to. They are also immune to arrows and sharp weapons- swords and spears do a maximum of 1d3 damage to them as improvised weapons. Blunt weapons deal their full damage.

Additionally; these skeletons have an innate urge to hide away in stone boxes. If you escape from a combat with the skeletons nearby open stone boxes, they will close them back up again and hide inside. The box-traps in the dungeon can contain them at a smaller number then the wandering parties. While these skeletons can be within the box-traps, most of those contain well preserved zombie corpses; the skeletons were the corpses who got up and rotted away while wandering the halls.

[2] Ball Men (3 HD, +2 AC, Flail attack 1d6+2, fluid form, quick reconstitution)
Morale- 12
Numbers- 3d6+6

Appearing roughly as humanoids; they come from another dimension with no right angles or corners. Their bodies are made up of many small squishy blob balls, which if separated on taking a hit scatter around the room and turn into tiny smooth orbs of flesh that roll and bounce. The Ball Men are essentially religious extremists from that realm offended by the box temple; this is a jihad to destroy it. They don't really hate your dimension or anything, but this one place has got to go.

If anyone in your party is significantly overweight, get +2 to reaction checks for trying your best to be more like a sphere.

These beings are made of many small orbs and therefore move more like a fluid. They can squeeze through bars and holes big enough to put your hand inside. Their bodies are also made up of tiny balls. If they are hurt, they can gather these balls back up inside themselves to heal up to 1d3 damage they've taken. Inevitably some of the balls get lost under furniture, roll down hills, or get stuck in corners so its not perfect. If a Ball Man dies, all their balls turn gray and turn into glossy marbles permanently.

[3] Mighty Mason (18 Hit Points, +4 AC, +2 to hit, Sledgehammer attack at 1d10, mighty, slow, weak to fire, immune to stun)
Morale- N/A
Numbers- Just one

The Mighty Mason is an artificial creature. They were forced formed into being when the temple mound was being first built, and were created to help with the stone work day and night, as well as to hammer away stone for the creation of the stone boxes that crowd the temple. Then, once the temple was created, they still remained, and became its protectors.

They look roughly humanoid, made of a winding white and blue fabric, with a large red mask made of some unknown metal. The mask looks a bit like an opening flower with no visible facial features. They were masonry tools on their belt that are rusted to uselessness. The only part of their equipment that remains true is their sledgehammer, made of wood with a powerful metal head; the sledgehammer has symbols of longevity and immunity to aging burned within the handle.

Because the Mighty Mason is an artifical creature made with exacting ritual instructions; they are all identical. They all have exactly eighteen (18) hit points. If they are damaged at the start of each round, their fabric furls and they regain all of their lost hit points. Every round when they regain hit points this way, they increase the damage of their attack by +1 as their might grows exponentially. If you disengage from them, they will return to normal strength after one turn. The mighty mason's inexhaustible supply of stamina and strength also means they are immune to being stunned.

Because of their ability to heal themselves, only an adventuring party with at least three standard weapons (d6) rolling perfectly could destroy it. If the maximum potential damage of the party is less then 18, they'll feel the situation is hopeless and be made to run. Thankfully, the Mighty Mason is very slow as it heaves its sledgehammer around, meaning you can escape from it with a brisk walk- there is no contest to escape combat.

Finally; as both an ancient construct of magic and being mostly made of self-repairing fabric, they are weak to fire. All fire spells and attacks deal double damage against the Mighty Mason.

[4] Spear Priestess (4+2 HD, +2 to hit, +2 AC, Spears at 1d8+2, dodge, prybars)
Morale- 12
Numbers- 1d6+2

The Spear Priestess are the protectors of the temple, the role filled by women who were not as “worthy” to contemplate the mystery of what was inside the box. Instead, they were clad in funeral garb and cursed with immortality. Their ability to have children was taken from them, curved inwards, their holy feminine Azoth used to instead extend their life into immortality. They are all insane and mute, their only goals to protect the temple.

The Spear Priestesses have a long spear with one end affixed a head, and the other is flattened for use as a prybar. The entire spear is made of metal and is nigh unbreakable. The prybar end can be slotted into a stone box's lid to open it at a distance, helpful for avoiding most of the dungeon traps. These priestesses will use these spears if they suspect anyone hiding in the boxes or to realign the dungeon traps themselves, if need be.

The Spear Priestesses are also very fast. They were trained for evasion over direct conflict, after all. They can give up their attack for a turn to focus on defense; increase their AC by +4 if they spend their whole round just dodging attacks.

[5] Time Waster (6 HD, -4 to hit, +6 AC, twin blade attack at 2d6, stuns on critical strike, immune to stun, predictable)
Morale- 10
Numbers- Just one

The Time Waster is a being of magic and the many souls of the priests- the meditations and endless recitation of mystery verses led to this being. It was not formed with intelligence, and is created from a mass of psychic energies. It's body is like a ghostly specter, with many bored faces staring out of the protoplasm. It has two long blades created roughly shaped from iron supports deep within the caverns. Despite being coated with rust, they are quite deadly, though inaccurate and dull. These blades are very heavy and will stun the victim of its attack on double 6s rolled for damage if they don't kill.

The Time-Waster is a magical spirit formed from the humdrum. It can go through walls but has a set pattern. For the first turn, it appears with a ghostly moan. Then it attacks, the nearest target, then it attacks a different random target, then it disappears. On the fifth round, it reappears with a moan again- giving you a chance to attack it as it reconstitutes itself. This pattern is never broken by the creature; it is so unshakable set to this set of actions that it cannot even be stunned out of it.

While this creature is a ghost it is not ethereal and its magical plasm of a body can be destroyed with any type of standard weapon. It is more like psychic goop set into a routine.

[6] Filavagran (1+1 HD, +1 to hit, Claw at 1d3, arrow immune, spell resistance)
Morale- 9
Numbers- 1d8 in the day, 2d10 in the night

It has a long gray body with a purple, grumpy looking face. It looks like a walking worm; an incredibly skinny torso with two spindly legs leading up to its head. They barely fit in the tall ceilings of the Stone-Box Temple; they are about 9 feet tall on average. The Filavagran is so thin that hitting them with an arrow is basically impossible- even if you did it would only be a grazing hit. As such, arrows deal no damage to them unless you're using a specialist, broad arrow head.

The Filavagran are inextricably tied to the natural magic of the world. Each one knows what time it is outside; and they are more dormant during the day. At night, they travel in larger groups and stand in odd places, sometimes stretching to strange angles, as though to better act as a receptor to the magical energy of the stars and cosmos- all from inside the temple. Because of this, they seem to be resistant to all magic and spells. Count any spell that hits them as though they automatically make their saving throws. For some spells that means they are immune to them totally, for others it means they will always take half damage.


Stone-Box Treasures
Within the temple, beyond traps, monsters, and boxes any given box could contain a great treasure. Whenever any box is opened, assume a 1 in 50 chance of a minor treasure or 1 in 100 of a greater treasure. Otherwise the box is empty/filled with dust/has a zombie inside or whatever. Roll 1d6 on this list for minor, 1d4+6 for greater, or 1d10 for totally random.
 
Big Boxes have double the chance for treasure, but have a 1 in 4 chance to have a Contorted Bones encounter inside. You could also apply this to any box on a raised place or highlighted somehow.

[1] Sunblot Stone (Minor)
Looks like a smooth, off-red stone. If you hold this stone in both hands and toss it up as hard as you can, it will fly to the sun and appear as a spot on it that astrologers will see for weeks. More practically; it creates shade in your immediate area of 1d3 turns.

[2] Jumping Seed (Minor)
This tiny seed-grain is animated with a little devil inside. If placed inside a sack or granary of grain; the devil-seed will start jumping and make all the other grains jump too. If they can rip the bag or get out a crack they'll spend all night marching down to whoever tossed this grain into the bag. Grain stolen this way is sickly sweet and gives you a stomach ache out of guilt, but you could steal entire sacks of grain with this. If you make a loaf of bread with flour from even one of these seeds it will disappear the first time you take your eyes off it. You find 2d2 grains.

[3] Demiurge Wand (Minor)
Despite its powerful and imposing name, this wand is a very minor piece of magic. When waved, you can conjure a single item that can fit in the palm of your hand from nothing. The item will be made of clay, wood, or stone and cannot have any moving parts. It will be painted with shoddy, runny paint but you can make it whatever color you want. The wand crumbles after one use, but the item is real and permanent as any other piece of matter.

[4] Scrap of Infamy (Minor)
This is a small piece of black cloth; once taken from the most horrible and infamous pirate captain in the world. Anyone who sees this piece of cloth feels a sense of dread. If you take it and rip it up, you can force a morale check in a group of enemies who have 10 morale or less. Also if you wear this around you'll become very famous in the local area very quickly; but everyone will find small reasons to hate you and run you out of town in 1d3 days.

[5] Cascade Emblem (Minor)
This magical medallion was hung within a flowing river of eight years. When you wear it, you feel an incredible sense of momentum driving you forward. At the start of each adventure, add +1 to every roll you make on a d20 until you fail a roll. Then, the cascade emblem's power ends until your next adventure after at least a little downtime.

[6] Box Puzzle
This is a magical puzzle box made of stone. It has a difficulty of Hard (7). Once it is solved, you can trap a ghost inside of 3 HD or less and lock the puzzle box back up; the ghost is freed the next time the puzzle box is opened or if destroyed. It is neither a Minor or Greater treasure, as what is inside the puzzle is anybody's guess.

[7] Crown of the King of Life (Greater)
The Crown of some ancient king, roughly made of unrefined pale gold (electrum), with the tips of the crown smooshed flat and formed into leaves like it was made of clay. The crown grants dominion over a small river valley in the oldest civilization in the world; the animals there bow to its wearer and the plants grow at their command. The region is now barren and dry, its resources almost all taken from endless wars and the aqueducts set up by far newer, yet still crumbled empires.

The crown is worth 8000c from raw materials alone, not counting the magic.

[8] Diamond Gauntlet (Greater)
This single metal gauntlet is made of a brown, ocher colored metal. It is very smooth and finely made, but probably very old. On the center of the back of the hand is a large diamond, slotted into the glove. This counts as a +1 magic glove granting +1 to AC and being immune to most destructive spells and normal corrosion or rusting effects of various monsters. Also, the glove has the power to Evoke Will once per day. By evoking your will, you deal your level in bonus damage added to any spell or attack, which causes you to shine in a glowing white light from the hand.

The diamond within this gauntlet is worth 12,000c for its size and luster. Removing the gauntlet's gem will remove its ability to Evoke Will, but it's still a +1 magic gauntlet without it.

[9] Apparition Blade (Greater)
This blade of blueish green steel is designed as an ancient sword might be; a gladius or kopesh is a more fitting style for an old blade like this. This counts as a +2 magic sword, and deals 1d6+2 damage on a successful hit. Whenever you wave this sword around, you can create false images of your attack to your opponent; this throws off their guard. You can fire these projections at anyone within the range of a pike, who see you attack them from multiple angles at once. Everyone you do this to had -4 AC from all incoming attacks next round as they struggle to fend off illusory assaults.

If grinded up into powder by a water-powered millstone or a very dedicated dwarven blacksmith; this sword can be made into powdered apparition-metal. This is a powerful ingredient for the creation of invisibility potions. You could easily get 20,000c just for the powdered metal.

[10] Flying Hunters (Greater)
These are a trio of clay falcons. The falcons are each painted with a single dab of ink on the back of their tails to differentiate them, but are otherwise identical. If thrown into the air, the three falcons can be used either separately or together. If used together, they will fly in a circle around a specific target of interest to the falconer- usually a person or location that can be seen from the sky with their incredible vision. They will follow along with a moving object or living thing to let you track it from a great distance, but they can't see underwater or through heavy tree canopies.

They can also be used separately. If you use the falcons one at a time or with a whistled command, they can be used as 1+1 HD constructs with d4+1 claw attacks who will harry anyone the user wishes. However, the falcons are made of clay and can be destroyed, which spoils the magic. If one of them is destroyed, they can only be used as dive bombing attackers and can no longer circle around a target to help you see them from the ground.

The falcons are made of clay, and have no value without their magical properties.

Friday, September 4, 2020

6 Ways to do Boulder Traps

[1] The Classic
In this scenario, the character(s) activate the rolling boulder to release when they get close enough to it that it will build up speed faster then they can run, such as down a long incline. The ball may also roll along a flat, level floor if it stars up in a chamber above the main hall, enough to give it the momentum it needs to crush people. At the end of its path it may be deposited in a secondary chamber or niche, waiting for a monster or magical thing to reset the trap.

[2] The Path
In this scenario, the boulder is large enough and wide enough to be set at the end of a hallway or long room which is difficult for people to traverse. Such as in the example picture; tight walkways that the ball can travel over in a straight line, but people will have to follow a long and winding path, meaning there is no way to escape this except by hanging on to a ledge and letting the boulder roll over your hands. Could also be fit in a room filled with mud and just a few thin rails that the boulder rolls on. Essentially- the boulder rolls faster then traverse the room.

[3] No way Back
This trap is set up to gather speed but not actually to crush the adventurers. Instead, there is a side passage or door the adventurers can easily escape through that has a small tunnel. The ball then goes over a ledge or through a secret wall and falls into a chamber where it stops. This blocks the way back, thus meaning that the adventurers cannot follow their own route back through the dungeon- this serves as a method to cut them off from the familiar paths they've taken before.

[4] Fake Safety
The boulder trap in this scenario starts rolling towards the group, but with some speed or luck you can get through a side passage to safety. This side passage should only be through a very thin wall or on the end of a ledge that is impossible to climb the other direction. The ball rolls past them, but as they catch their breath from running away the boulder will come back, either smashing through a false wall or coming down a long and seemingly unconnected corridor. Hopefully, the targets of this trap will be caught unaware as they try to catch their breath. Secondly, this second fake safety chamber could have doors or hallways leading off that just lead to brick walls or don't actually exist, being illusions or tricks of the light, thus keeping them stuck in this hallway. Essentially, this boulder gets two passes to try and crush the people who activated it.

[5] Trap Niche
This method is much more cruel then the above, and would probably make people upset if you used it in an actual game. The boulder is on a slope but with perception and speed you can get out of the way into a small niche or side passage. However this niche or side passage is always a dead end; with the floor having a false bottom or secret depression that is activated shortly after the trap is sprun. The boulder stops rolling in that hole and essentially just traps whoever went into the side passage behind the rock. This could be anything from wasting several turns to destroy the boulder or pry it loose, to having the person inside suffocate after several hours or even starve to death over many weeks. I also like the idea of this trap letting you only “escape” it if you essentially reset it; you have to push the rock back up in to place and avoid triggering it to move past, since even if you unblock the side passage the main passage would be blocked.

[6] Fake Boulder
Finally, this trap subverts the entire boulder trap. From a distance, the boulder appears as a round object that will roll towards you and crush you, but it is actually a large piece of worked stone. It may have a chain or weight that, when activated, slowly moves towards the players. It can't go far though because the chain it is connected to instead pulls a new trap in motion- the sliding of the floor or a bunch of spikes come out or some other trap is activated down the line where people will run to avoid the rolling boulder that they think is coming. This also acts as a plug for the hallway as nobody can squeeze past the boulder; the space behind it could be empty or simply require you to activate the trap and let the “boulder” fall down far enough you can step around it to go past it.

[Bonus] The classic boulder trap is sometimes said to be flawed due to the ability to dive into a the corner of a square hallway in order to escape it. I do think this could be a legitimate tactic depending on the size of the hallway, but one way to fix it would be to have raised corners or filled in tracts running alongside the main path. You could even set this up to be secreative; have the corner space of the hallway near the floor filled with dirt, slanted edges to act as “drains” or pipes from further on down in the dungeon so pesky adventurers can't escape a crushing boulder.

Monday, August 31, 2020

12 Sorcerer-Corpse Hazards

You've killed the Sorcerer. The evil witch lies dead at your feet. Now you're going to loot the corpse; except something still manages to kill or maim you. It could be a trap or final posthumous curse laid by the Wizard in spite, or it could be just a natural result of the Sorcerer's vile biological meddling with their own body.

Roll on the table for what hazard awaits within the Wizard's body, which usually only activates if they are looted or you attempt to burn them (cremating Wizards is common practice, so they can't try to come back from the dead). Apprentice Wizards only have a 1 in 6 chance of having a booby-trapped body, regular Wizards have one, Archmages and Sorcerer Lords may have 2 or more.

12 Sorcerer-Corpse Hazards
[1] The Sorcerer's mouth suddenly starts to spew a massive cloud of black-green smoke. The smoke deals 2d6 damage per round you breathe it in, no save if you were the one to touch the corpse. Every roll of a one deals one damage and also reduces your maximum hit pitons by one, permanently. The smoke clears in one round if you're outside and one exploration turn in an enclosed space.

The mouth and throat of the Sorcerer is stained bright green all the way down to the lungs. Both lungs in the body will be bloated and leathery, with extra gas-sac chambers growing like pustules on the sides. This Sorcerer was probably trying to acclimate themselves to an arcane atmosphere.

[2] You hear a tinny screeching coming from the Sorcerer's ears. Many years worth of “saved” conversations come billowing out of their ear holes, loudly stacking on top of each other and building the volume to a crescendo. Every round, roll a wandering encounter check. Those with sensitive ears, like Elves, must cover their ears with their hands and can't do anything else. Every round, all magic items in your possession have a 1 in 6 chance to fire off as a magic word or phrase is replayed from the irritating static of noises.

The noise will end after 1 exploration turn for a normally aged (old) Wizard, but may last for an hour or more for a truly ancient immortal spellcaster. You can also muffle the noise by stuffing the earholes shut or covering the dead corpse's head with pillows and blankets to stifle the racket.

[3] One of the Sorcerer's hands randomly shoots up and tries to grab and claw at you. It's not a zombie, the limb if just firing wildly. If it manages to scratch you (attack roll at +2), your matching hand on your body will start to act strangely every night, and the Wizard's hand goes inanimate again. This hand will try to scratch arcane symbols into any nearby objects when you sleep, or in your flesh if no objects are available. The hand also compulsively (saving throw to resist) touches, opens, and clutches spell books or arcane artifacts. Your hand seems to be trying to spread knowledge of magic through the drawing of runes and esoteric diagrams of things you don't want to understand.

If you cut off the Sorcerer's hand while it is flailing, it turns into a 1 HD monster that puppets the hand as its body, though in truth it is a mass of tentacles inside from an extradimensional monster, puppeting the Wizard's hand and granting enhanced dexterity for lapping at the caster's soul. If you cut off the Sorcerer's hand after it has already scratched somebody, the tentacles are already dead and it slides out like a snail boiled in its shell.

[4] The Sorcerer's body lies still, until the moment something burning or red hot touches it. It poofs into white powder, which, after one round, ignites and explodes as a 4d6 damage fireball in the containing area. Those who have managed to survive this booby trap attest to the fact that the Wizard's body smells like bread, as the white powder is in fact their entire body turned into very fine flour.

It is also possible to use a grind stone to change the Wizard who cast this spell into flesh and bone into bread. Eating this bread makes any normal human sick, but gives Wizards an easy feeling of nostalgia and comfort; you can make 30 Wizard rations from a bread-wizard corpse.

[5] The Wizard's eyeballs retain a shimmering quality after death, eyes wide open in death, as though staring right at you. If you touch one of the eyeballs at all, cover the face with a cloth, or try to close the eyelids of the corpse the eyeballs explode and squirt metal-burning acid at you. Make a saving throw; on failure you take 4d4 acid damage. The acid can burn through anything except stone and has a 1 in 6 chance to ruin your armor if you were exposed to it while wearing armor.

The acid in the eyes is a very common enhancement Sorcerers put into themselves. Injection of the acid causes early blindness, cataracts, and hallucinations, as well as a permanent “sunken in” look to the eyes that many magic users share. The acid has the beneficial property of “melting” any malignant text or trapped runes; the image is essentially burned away within the Wizard's eye before it reaches their brain to process it. This is a required surgery for any Sorcerer who wishes to read books made by other paranoid and possessive magicians.

[6] As you examine the corpse, you see several lumps under the skin around the wizard's body, hinting at internal tumors. The lungs start to change color, shift, and smell quite strangely as they mutate post mortem. The tumors are changing into metals, which were otherwise being manufactured or produced by the Sorcerer's body.

After one turn, the Sorcerer's body doubles in weight as some of the lumps turn to iron and lead. After two turns, being touched by water causes a burning stinging cloud to form from the Sorcerer's body; the lithium in their body reacting and exploding violently. After three turns, you can fish through the Wizard's corpse to find 1d3 nuggets of gold, worth 300c each.

[7] As the final blow hits the Sorcerer, their body releases a cloud of spores. These spores only infect dead things; any meat or corpses you are carrying will similarly be infected by the spores. The Sorcerer's corpse and all affected flesh sprouts mushroom heads- they grow from tiny buds into four inch long fruiting bodies in a matter of minutes. After one turn, these spore heads release spores again, infecting all nearby dead things again, spreading the chain of infection.

After one hour, any flesh hosting the mushroom spores will start to turn into putrid slime, pooling together and flowing like water. This will attract all manner of filthy creatures. Slimes will autogenerate from the pool of liquid; 1d6 HD worth of slimes per human sized corpse or amount of meat. If this mushrooming phenomena happened on the site of a great battle or within a large coven of Sorcerers, it's highly likely the entire surrounding countryside would be enveloped by slimes. Sorcerers tend to know the secret words that can control these mindless creatures, hence infecting oneself with these mushroom spores is a useful method to take back territory even after you die.

[8] Upon killing the Sorcerer, their sleeves must be rolled down or their clothes removed to reveal this feature. The corpse has holes along the arms; small nooks which are tiny nestboxes for even tinier sparrows. The bright-blue birds chirp and fly away the moment they are uncovered. For the next three days, the weather in the surrounding area becomes stormy and unpredictable, local wildlife acts strangely, cats wander far away from the houses and farms they are supposed to be ratting. It's as if nature itself is trying to kill these birds as fast as possible, and make sure they do not establish a foothold or create nests outside of the bodies of Sorcerers.

These birds, as with many species created by Sorcerers, has been purposefully designed to fulfill a purpose. These birds have flammable feathers and, if they are incinerated alive under the darkness of a new moon, the ashes will contain an amount of magical energy useful for several arcane practices.

[9] The moment the Sorcerer dies, all light around its corpse grows one level dimmer. Light spells and lanterns become like torches, torches become candles, candles glow like fireflies or not at all. This has the normal effect on vision and corresponding negatives for trying to fight in dark places.

The ability to reduce light is commonly associated with attempts to preserve the physical body after death- light speeds up the decomposition by attracting flies and insects. Lesser magicians have this adaptation to serve as better undead servants after death, powerful sorcerers retain it so they may raise themselves from the dead in a less severe state of undeath afterwards.

[10] Whatever weapon was used to kill the magician is now magnetically attracted to it, if it's made of metal. It is pulled towards their body and sticks to it so hard that only someone with a Strength of 18 or higher could pull it out. Every round you keep the blade away from the body, the magnetic force gets stronger and stronger, soon trying to pull the sword out of the scabbard or from a long distance or even bending the blade if you can hold it back. If the weapon touches the corpse for at least one exploration turn, the magnetic effect wears off.

The purpose of this enchantment is to catch returning arrows or boomerang-style weapons so the user can be disarmed or the weapon identified. Mostly given to Sorcerers who work as low ranking guards for higher powered ones; this enchantment is hard to remove though so most who ascend through the ranks end up keeping it later in life.

[11] After the Sorcerer dies, you feel a faint rumbling in the ground. Make a saving throw to duck for cover. After 1d3 rounds, they explode with iron swords, daggers, arrows, and magic weapons. On a failed save, take three attacks from three random weapons. These require a to-hit roll, and use the magic weapons bonus to modify the to-hit.

Naturally, many wizards are packrats that steal whatever magical gear they can, even if they can't make good use of it with their weak arms and bodies. Regardless, after death, the spells that keep these weapons and items in extradimensional space cease to function, and these tools of destruction must return to the mortal plane with explosive results.

[12] The body disintegrates. If you're touching it on the moment of death (such as with a hand to hand attack), you must save or take 3d6 damage from the disintegration field.

Some Sorcerers don't want to be brought back.

Thursday, July 4, 2019

[Classes] Four Kobold Classes

All these classes are Kobolds. If you're a kobold, you're a small cold-blooded dragonic minion. Kobolds are about as smart as humans, just weaker and with less self preservation instinct, so you generate your Strength with a 1d8+1 roll and have a base AC of 12 from being small and scaly. Also, you have the innate move of Sacrifice. Whenever another party member takes a hit, you can jump in front of the attack if you're adjacent and take the damage instead. Additionally, all Kobolds can pick locks about as well as a first level thief, but isn't capable of picking locks more complex without further training. If you want to play a Kobold and not be one of these silly classes, you can play anything that's not a Fighter.

Kobolds also need Warm. Warm is a resource you need every day, like food with a ration. If you do not have at least one Warm, you treat this condition as filling your inventory spaces; you become sluggish and encumbered from the chill in your blood. Going multiple days without Warm can kill you. If you have more then one Warm, you can give it to another Kobold through touch. This is why Kobolds often sleep in big piles. Needless to say, you lose any Warm you have if your character is hit by a cold spell or attack that deals 2 or more damage.
Art @ExitStageLeft
Shiny-Finder
HD- d6
Max AC- 15 / Minimum Hit-Points- 4

Kobolds have a different definition of bravery then humans do. To a Kobold, life is less about conquering and overcoming obstacles and more about avoiding them and twisting them to your advantage. To deftly avoid danger is a Kobold heroic trait. Think about it- no Kobold will ever be able to beat up an ogre. To Kobolds, dodging under an Orc's swing and running between their legs to grab the jewels, then collapsing the tunnel behind you? That's a heroic feat akin to a human slaying that orc. Fighters just remind kobolds of the brutes in the dungeons they live around, Rogues are more worthy of praise.

You're a mix of a miner, thief, and warrior. You can use pickaxes like a d6 weapon if you couldn't already. You get +1 damage with all attacks at 3rd level and 7th level. You get +1 to hit with all weapons at 1st, 4th, and 8th level.

Kobolds aren't great at fighting, but they are fast and agile. They're great at climbing on people. You'll lose almost any grapple as a Kobold, but you can make a combat saving throw to wriggle out of people's grasp if you couldn't already. Plus, whenever you make this save, you can then make an attack roll with advantage against the being which grappled you on your next action, stabbing or striking them from that sneaky position. Also, give yourself +1 AC naturally.

At 10th level, you will find a massive diamond worth 100,000c. This is a major spell component that can be used to cast wishes, or sold to generate some real cash. Anyone bigger and stronger then you is likely to try and take it if your secret gets out.

Warm-Maker
HD- d6
Max AC- 14 / Minimum Hit-Points- 3

You make warm. You're a combination of a crafter, armor smith, survivalist, and pyromanic. You can create armor from feathers, leaves, spiderwebs, and other insulating material which helps prevent cold weather from sapping the warm from kobolds. Your knowledge of sewing is akin to sorcery for other kobolds- though other races wouldn't need a special skill to do this. You can also repair clothes and armor pretty fast too, taking a turn to repair a patch or hole.

You can start fires with anything flammable and an exploration turn of time. You can also add your level to outside survivalist rolls to find warm shelter or to find food. If your system doesn't use rolls like this, just allow the Warm-Maker to find a cave to use as shelter that can fit a maximum number of creatures equal to their level, starting at 3rd level and above. Also, gain +1 maximum hit point every odd level 3rd level and up.

Warm Makers also deal additional damage with fire. You can throw firebombs, use torches as weapons, use flame rods or other magic items to great effect. You get +2 to hit and damage with any flaming object or spell effect, though you can't cast spells yourself.

At 6th level, increase your maximum AC by +1. At 8th level, you lose the Kobold's weakness to cold based spells and attacks, and gain a +1 resistance to fire.

At 10th level, you gain the inner flame. You generate two Warm per day naturally, and can light any small, flammable object you can hold in your hands on fire at your will, magically, and can burn people dealing 1 damage per round you grab them with your flaming hands. Warm-Makers of this level may aspire to learn how to breath fire, to emulate the power of the Dragons.

Kill-Trapper
HD- d4
Max AC- 14 / Minimum Hit-Points- 3

You are adept with machines. Kobolds are naturally talented with mechanisms, traps, and dungeon hazards. It's an instinct like walking and talking for humans, or swimming for dogs. Even a Kobold raised in the woods that stumbled across a bear trap would know instantly what it was, how to trigger it, how to modify it, and would quickly come up with plans to use it to catch food- that's how innate Kobold's are with traps. To a Kobold, a trap primed and ready is a weapon like any other; luring someone into a trap is no different then slaying them with your own hand, the concept of “honorable combat” as other races define it is laughable.

The Kill-Trapper specializes in mechanisms and traps. You can pick locks equal to a Rogue, and can apply that same ability to machines. You can modify a trap that deals a number of damage die equal to your level or less to not trigger, or only trigger under certain broad conditions, such as making the pressure point less sensitive- It won't trigger for you, but will for a heavier creature. You can also use this ability to disable a trap temporarily, but not permanently disarming it. At 8th level and above, you can also interface with magical runes and traps by closing your eyes and scratching tiny modifications to the runes; however this does require you to have a friendly magician teach you some basics about that particular Runic spell.

Additionally, you gain +1 to hit with all weapons at 5th level. You gain advantage on all trap saving throws at 6th level and above. If this is too strong, just let the Kill-Trapper learn a new secret weapon instead.

At 10th level, you become so skilled with traps that you venture to create your own gauntlet. The gauntlet is a single floor of a dungeon, retrofitted to your design, one floor in a friendly character's tower you build for their protection, a large space to defend your treasure hoard, etc. The gauntlet is filled to the brim with traps. Every tile or 5ft area moved in the gauntlet has a 1 in 6 chance to activate a devious trap. All traps mapped out, avoided, or disarmed have an extra 1 in 6 chance to activate a secondary back up trap, which was just a decoy for the real traps. Traps in this place deal 1d6 damage on each failed save, growing by another die for each save you fail on a single trip. The first time you fail you are hit with an arrow that deals 1d6, then you're struck by a lightning spine for 2d6, then shoved into an acid pit that deals 3d6, and so on until you escape or die.

The gauntlet can be circumvented by the Kill-Trapper who made it, and anyone who they personally coach on the secret method to avoid the traps. If this method gets out, then whoever learns it can make their way through in absolute safety. If an enemy learns your method, you get a final 1 in 10 chance for a secret surprise trap to activate anyway, causing a save vs death to the offending intruder.

Proud-Crier
HD- d3
Max AC- 13 / Minimum Hit-Points- 2

Kobold Wizards. Criers are known to be quite fearsome- their spells lack none of the potency that a human mage might have and may be taught by dragons themselves. The crier has the ability to make their voice boomingly loud at their will, which echoes through caverns and dungeons incredibly well. This will almost certainly attract wandering monsters (5 in 6 chance), but is terrifying to kobolds and other intelligent creatures that respect the Wizard's power, causing a morale check.

You can cast spells. You are probably illiterate, but can 'learn' spells by listening to the invocations made by other Wizards, mimicking their voice in your own yippy shrill voice to learn spells that way. You must listen to spell incantations at least once per spell level of the spell. If you eventually do learn how to read and write, you can learn spells that way too.

At 8th level, you gain the power to focus your voice into a weapon. You can shout a cone of force that deals 1d4+1 damage to anyone struck by it. You can use this power 3 times a day before losing your voice, which will also stop you using any spells if you stress your throat.

At 10th level, you gain a 4th Circle spell slot, and you can also focus your voice and use your voice weapon power as many times a day as you want. Additionally, your voice has given you special status. Intelligent dungeon monsters regardless of their strength will give pause before attacking you if you speak in your Proud voice- make a morale check to attack, but they do not flee on a failed roll. Proud-Criers are among the only messengers between the kobolds' camps, and are also known for brokering trade agreements and alliances between different monster factions, as the only Kobold who can be taken seriously is one with incredible arcane might.

Proud-Crier Spell Table
Level
1st Circle
2nd Circle
3rd Circle
4th Circle
1
1



2
2



3
2
1


4
3
1


5
3
2


6
3
2
1

7
3
2
2

8
3
2
2

9
3
3
2

10
3
3
2
1

Tuesday, May 7, 2019

10 Traps for Peasants

[1] Wheelbarrow trap. When a peasant tries to lift this and wheel it out of the dungeon, two pressurized spikes held down by the weight of the bed fires, usually at the height of the knees or groin of the taker. Once these are fired off the wheelbarrow is revealed to be nonfunctional.

[2] Cursed Hoe. When plucked off the wall takes 1d4 days to activate. When activates; all exposed iron of low quality rusts within the radius of about a whole farm. The farmer's new tool, along with all their old ones, become useless. More of a punishment then a trap.

[3] Grain goblin. Pops out of sacks of grain stored in the tomb as bait. The moment it appears, it begins counting the grains and doing basic multiplication. Most peasants run in terror from the perjuring devil, but the few who take it home with them finding themselves destitute grain by grain.

[4] Stepping into this room reveals a rocky crag with sheep just over the ridge. The sheep are bouncy, baa'ing softly among themselves, looking back with half lidded eyes. Clearly, they are meant to lure a farmer closer. The sheep are illusions, the center of the room contains a large pit that you will fall to your death within if you follow the sheep's seductive wiles.

[5] Magic lute. Strumming it and singing a bawdy tavern song has a 1 in 4 chance to slice off a finger or deal 1d6 damage if you make a save to your hand. If you only use it in a classy way the magic strings never activate.

[6] Flagon filled with freshly brewed ale, which is still frothing, on top of a table or shelf. Even if you sip to taste the top or touch it, it tastes as a sweet and well made ale. The flagon is filled with a powerful acid that's denser then water, so the alcohol floats to the top and gives a false sense of safety.

[7] Sticky pigs. They look like small pigs which will grow into fat hogs later in life. Grabbing one of the pigs reveals it's actually a large animate lump of gummy material like taffy, which sticks to your skin and slows you down. It gets bigger over time, eventually swallowing you up and suffocating you, unless you pay it a gold coin which shrinks it down to a tiny finger-sized piglet. Since peasants can't afford a gold coin, nobles laugh at the thought of one preferring to die so they can pass on the single coin to their offspring.

[8] There is a fake church with a fake priest made out of wooden sticks, who invites you to sit and listen to his sermon. The sermon is about the need for hardwork, dedication to the natural order of the world, and about resisting temptation. There is a magical spell on the pews that light on fire if anyone on them falls asleep, which loathsome unfaithful peasants are likely to do during the sermon. If you stay awake the whole time, nothing happens.

[9] Magic stewpot. Typical magic stew, but this stew is actually good and makes you full. Peasants are pretty good at avoiding evil or cursed stew, since it's so common. The real magic of this stew is that anyone who doesn't eat it is charged a few silvers on their next tax- magically growing a debt that is no problem from a nobleman but will make a farmer destitute.

[10] Peasants deal with fairies, brownies, pixies, and other annoying creatures all the time. They know that iron is the counter to these. This rust monster has a glamor cast upon it, making it appear as a slow moving dancing fairy so the serf will lose their only sword.

Saturday, January 19, 2019

8 Fairy Ice-Queen Traps

[1] Snowflake Shurikens. Classic. Deals 3d4 damage, save to only take 1d4. Each one is unique, and are flung across the hallway as thought they were freshly formed.

[2] While walking across an icy floor; one random character must make a saving throw. On a fail, the floor breaks open, they fall in, and then the floor refreezes itself- This is the wrath of the fairy Queen of Frozen Waters. This nightmarish trap freezes the unlucky soul under the ice. It is possible to break the ice by using a powerful heat spell or with pickaxes and hammers, but you have to go fast before the parrty member drowns.

If you're breaking into the palace of the Queen of the Chilling Winds instead; then the trap creates a miniature blizzard and snowstorm that buries the character in snow to the same effect. Your allies will need shovels to help get you out before you suffocate under the snow.

[3] Fearsome Flurries. Small, endlessly spinning flurries of snow. If someone steps through it or disturbs its, a fae creature steps 'sideways' out of thin air to enter the world and attack you. Favored minion of the Fairy Queen of the Chilling Winds.

Fearsome Flurrie (2 HD, +2 to hit, 1d4+1 cruel dagger, immune to cold, pain-cold burst)
Morale- N/A
Number- 1 per disturbed Flurrie. Battle likely to disturb and draw in more enemies.

This fae creature looks like an impossibly tall, gaunt woman with ice crystals forming on her eye lashes and lips from the chill in the air. They are totally immune to cold damage, and also pain. If hit by attacks or spells that primarily cause pain (pain spells, whips, torture devices, etc.), they both resist the pain effect and also release a burst of cold equal to the pain; usually 1d6 damage to all within a short distance.

[4] Cold Snap. When an invisible line is crossed, a very strong and powerful blast of cold wind hits the offender with the force of winter. The ground around them freezes solid, and their clothes become stiff from the wind. Deals 2d6 cold damage. No save.

[5] Character steps into a blue light and starts to cry. They tear 3d6 tears, save for 1d6 tears instead. These tears represent their emotions, and fall to the ground as frozen blue crystals. If the crystals melt or are lost/stolen away from the character, they lose 1 point of permanent Charisma per destroyed or stolen tear. The tears will melt if left out in direct sunlight or if thrown in a fire, but aren't warmed by body heat and will stay safe as long as its cool enough where they are kept.

[6] Spirit of Death. Half rotted caribou carcass in the small embankment of snow. Warnings or a line drawn in the fallen slush tell you not to pass. If you do pass, the carcass's head turns towards you and laughs as a sense of dread fills you and deathly energies assault your body. Take 2d6 damage and make a saving throw or lose a level via level drain.

[7] Clinging Freeze mist. The cold chill is a light blue misty fog that follows and clings to people it touches. Each turn, make a save or take 1 damage from the slow numbing cold. If you're holding a torch, it goes out 1 turn faster. You can remove the cold by either sleeping indoors where blankets will ward it away, or by casting a spell to cure it.

[8] Black Ice Orb. This frozen orb of black magical ice floats in the air. If struck with a weapon, it freezes the weapon used to strike it. The black ice coats the weapon and makes it deal a maximum of 3 damage until melted off over the course of 3 days over a hot fire. The magical ice orb tries to get people to attack it by imitating the sounds of an enemy, or accompanying several other dark magic traps to enrage intruders into attacking it.