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Aldin’s Traps of Terror
Welcome one and all. Contained within are devious and harrowing ways to thwart the aspirations of treasure seekers. Binding, bleeding, mauling and more awaits your fiendishly eager attention!
Yeah – I’m stoked by the previews. It looks like traps are bound only by the imagination when creating adventures. Having loved Grimtooth’s Traps growing up, it only seems proper to gather some ideas here for terrifying the too-bold adventurer. On first glance, it appears that traps will be D20 based – and at a guess, the Rogue gets an advantage in that roll (ETA - Confirmed!). The D20 roll constitutes the difficulty of the trap and is easily adjusted to make a more or less difficult trap. Here’s just enough to associate one with each possible roll on a D20: Movement Traps Minnie’s Mild Misfortune A strange odor dazes the adventurer giving their opponent the opportunity to immediately move them up to three spaces in any direction Tom’s Terrific Torrent A hidden rush of water bursts forth carrying the adventurer to a Water space of the opponent’s choice Samuel’s Supple Shadows The adventurer is instantly teleported to an otherwise empty Shadow space of the opponent’s choice. Larry’s Lasting Limp A rock shoots out of a previously unnoticed hole – ouch, that’s gonna leave a mark! The adventurer’s movement is permanently decreased by 1. Harry’s Hideous Heaviness A hypnotizing glitter leaves the adventurer permanently incapable of climbing, flight and/or stealth if they previously possessed those qualities. Vinnie’s Vicious Vines Entangling plants come to life, wrapping the adventurer in a cold, hating embrace. Until the adventurer spends an Order Marker removing the vines, they may not Move or roll Defense Dice. Damage Traps Lanny’s Little Lesion Three small worms crawl up from the ground and eat their way into the flesh of the adventurer causing one unblockable wound. Danny’s Devious Darts The air buzzes with the passage of several enormous darts hurtling toward the adventurer! Roll an immediate attack of six attack dice. The adventurer defends normally. Marge’s Massive Maul As the adventurer grabs the treasure, an enormous block of stone drops from above. Roll an immediate attack of twelve attack dice. The adventurer defends normally. If the adventurer survives the attack, place them with the treasure (treasure side up) in any adjacent space. Igor’s Invisible Insects A swarm of invisible insects inflicts the adventurer. Roll one unblockable attack die. If a wound is caused, roll again until a wound is not caused or the adventurer is dead. Benny’s Busy Bloodletting The adventurer is cursed to bleed profusely and takes one additional wound whenever they take damage for any reason. Pennyworth’s Pathetic Poison A poisoned needle jabs under the flesh. Roll two attack dice. If neither are skulls, the adventurer has expelled the poison from their system. If one is a skull, the adventurer takes a single unblockable wound. If both are skulls, the adventurer takes one unblockable wound and rolls again. Bertha’s Big Boom (credit Lamaclown) A magical explosion detonates around the treasure. Roll three attack dice affecting the adventurer and any figures adjacent to the adventurer. Each figure rolls defense dice separately. Sally’s Subtle Shock Upon touching the treasure, electricity arcs into the adventurer. The adventurer and any figures in a chain of adjacent figures containing the adventurer immediately take one unblockable wound. Other Traps George's Generous Gesture (credit Toad Rocket) The adventurer is strongly compelled to give the treasure to an enemy. Though carried, the treasure remains glyph side down and whenever an Order Marker is revealed on the adventurer they must attempt to move adjacent to an enemy figure and give the treasure to them (glyph side up). The adventurer cannot attack or use any special abilities until the treasure has been given to an enemy figure. The treasure cannot be dropped. Hawthorne’s Unholy Hatred (credit Messenger) The adventurer is overcome by a sudden loathing of his companions. Your opponent may immediately take a turn with this figure. Oliver’s Elusive Endowment (credit Oliver Upshaw) The seemingly solid treasure shimmers and begins to dance lightly away from the adventurer. Your opponent may immediately move the unrevealed treasure glyph up to four spaces into any unoccupied, non-lava space. Vlad’s Vampiric Vapor A foul mist rises from the treasure, flowing through the adventurer and into his foe. Your opponent may transfer wound markers from a single one of his army cards to the card of the figure which tripped the trap until the card is empty of wound markers or until taking an additional wound marker would kill the figure. Ethel’s Entity Exchange The adventurer is instantly elsewhere! Your opponent switches the location of any figure on the board with that of the adventurer. Figures may only be replaced by another figure occupying the same number of spaces. Luke’s Lousy Luck On the way to the treasure, the adventurer unwittingly crushes a genuinely magical four-leaf clover. The next time a D20 is rolled it will have the worst result for the adventurer, a 1 if you roll it or a 20 if your opponent rolls it (for simultaneous rolls, both happen). As time goes on I intend to update with a growing list of clever traps and would be happy to include input from others if I like it. Until then, may all your dungeons be filled with the hopeless screams of the dying! ~Aldin, Grimtoothily He either fears his fate too much or his desserts are small That dares not put it to the touch to gain or lose it all ~James Graham Last edited by Aldin; January 15th, 2010 at 05:35 PM. |
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