Traps

Many dangers encountered while adventuring do not result from creatures, but from cunningly devised traps. Of course, this section is not for detailing such mundane hazards as a tripwire or a simple pit in the floor, but for listing traps so complicated or dangerous that the entire party is needed to end the threat.

This listing is not intended to be comprehensive, but merely an account of those traps encountered by the party.

Dragon Statues Force-spewing trap
  • Force Breath – keeping creatures away, and pushing them into the titan statue’s reach
    • Close blast 5; 1d6 + 6 force damage, and the target is pushed 3 squares
  • Force Shot – attacking those who attack the cherubs
    • Immediate reaction, when a creature makes a melee attack against a cherub statue
    • Range 10; 1d6 + 6 force damage, and the target is pushed 3 squares
  • Encountered In: Session Fifteen

Titan Statue A large sword-wielding blade trap
  • Sweeping Blow – a mighty swing of the sword
    • Close burst 3; 1d6 + 6 damage, and the target is knocked prone
  • Encountered In: Session Fifteen

Whirlpool Trap Swirling watery doom
  • Arcane Cage – trapping the victims in the water
    • Whenever a creature walks between the northern pair of statues, a translucent shimmering field of energy appears, enclosing the area and triggering the release of the water
  • Water Trap – the purpose of the trap
    • Once triggered, the water rises to 5’ in 3 rounds
  • Whirlpool – the deviousness of the trap
    • Once fill, the water forms a whirlpool that flings creatures counterclockwise from statue to statue, dealing 1d8 + 2 damage.
  • Encountered In: Session Fifteen

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Traps

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