Room 106
106 – Trapped Chamber
There is a doorway to the west, the door is made of oak, with a brass doorknob – it is unlocked and open.
There is a doorway to the east, the door is made of oak, with a brass doorknob – it is unlocked and open.
There is a doorway to the north, the door is made of oak, with a brass doorknob – it is unlocked and open.
There is a doorway to the southwest, the door is made of oak, with a brass doorknob – it is unlocked and open.
There is a doorway to the southeast, the door is made of oak, with a brass doorknob – it is unlocked and open.
The room is tiled – each tile triggers a trap in the room.
Players may only move in cardinal directions in this room.
When the players first open a door to this room, and as they navigate it, play this.
Roll initiative the second anyone steps on a tile – and movement speed is affected thusly -
Unencumbered, up to 4 Squares – with two squares as free actions each round
Lightly Encumbered, up to 3 squares – with one square as a free action each round
Heavily Encumbered, up to 2 squares
Severely Encumbered, up to 1 square
Over Encumbered, 1 square every two rounds
Anytime a trap is triggered, roll or make its’ effects happen, then if they can still act, they may move again, this continues until they stop moving or it goes to the next in initiative.
Traps as follows -
Blue - Arrow Trap – Roll a 1d12, this is the top row, then roll a 1d12, this is the side column – These are the two places an arrow shoots out, make a normal ranged attack roll on the person in the arrows trajectory – any 12s rolled make the whole side fire.
Pink - Confusion Trap – When triggered, the person who triggered it will make their next 1d4 tile steps randomly, just roll a 1d4 each time they try to move, 1 is north, 2 is east, 3 is south, and 4 is east.
Light Grey - Ghost Appears – Roll a 1d12, that is the top row, then roll a 1d12 for the side column – the intersection of the two is where the ghost appears – Ghost HD 1 HP 6 Speed one square or 50’ (Flying) Armor 13 Morale 12 Attack +2 to hit. Hit causes 1 point of ability score loss, roll a 1d6, 1 is minus one charisma, 2 is minus one constitution, 3 is minus one dexterity, 4 is minus one intelligence, 5 is minus one strength, 6 is minus one wisdom.
For the effects of Ability score loss – see page 35 under Hazards, under Ability Score Loss in Rules and Magic.
Purple - Swinging Blade - Roll a 1d12, this is the top row, then roll a 1d12, this is the side column – These are the two places a blade swings through, make a normal attack roll on the people in the blade’s trajectory – any 12s rolled make the blade ignore armor and reroll for where to appear.
Orange - Explosive Trap – Save vs Breath or take 1d8X1d8 Damage, and catch the attention of a random encounter.
Green - Poison Trap – Gas jets up, the person who triggered makes a save vs poison or is affected as determined by the following table-
roll a 1d12
1 – They run in a random cardinal direction, 1 is north, 2 is east, 3 is south, and 4 is east – and do not stop until they hit the wall. Each square in their way is triggered.
2 – That person Dies.
3 – That person loses all but 1 HP.
4 – In three rounds, they save again – if they fail, they die
5 – They melt, screaming in pain. In three rounds, they reform where they melted.
6 – That Person Dies.
7 – They run in a random cardinal direction, 1 is north, 2 is east, 3 is south, and 4 is east – and do not stop until they hit the wall. Each square in their way is triggered.
8 – They feel really funny, now they can only move diagonally.
9 – They feel really funny, now they can only move diagonally.
10 – Roll Twice, try to apply both results.
11 – Roll three times, try to apply all three results, example, if they would run in a direction and die, have them run a little ways – then die – Stuff like that.
12 – They are confused for the rest of combat, roll a 1d4 each time they try to move, 1 is north, 2 is east, 3 is south, and 4 is east.
Blackish Grey – Trapdoor – The floor opens beneath them into a 70’’ pit – they fall and take the appropriate amount of damage.
Yellowish Grey - Nothing There – Safety!
If they ever look into the room – re-roll all squares – use this template, and the following rolls for each square.
1d8 for determining square color
1 Blue
2 Pink
3 Light Grey
4 Purple
5 Orange
6 Green
7 Blackish Grey
8 Yellowish Grey
If you are evil - set a round limit, and telegraph it with Magic Mouth
if you are evil, have faeries and ghosts and immaterial demons float in and make bets, shouting insults and praise to those who they are wagering on or against
The room is roughly 25X25 feet, each hallways/passage in and out is around 5 feet wide.
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