Wednesday, December 14, 2011

Secret Santicore Trap Tables

Here are a few linked trap tables that I created for Secret Santicore. Please enjoy them.

Transformation Trap
These two tables can be used separately, but are intended to be used together, so a player transformed by the trap would roll once on each table to discover what they have become.

New Form
1. Glinda, the Good Witch. Player becomes a Female Elf, S10 D10 C10 I13 W15 C17, and Primary weapon changes into Wand of Wonder with unlimited charges that is also a Mace +3.
2. Pigeon. Player’s possessions do not change, but the pigeon can only wear rings. Lose all racial and class abilities. Can fly at a speed of 40'.
3. Satyr.
4. Racial Enemy. Race changes to a race that hates the player's current race.
5. Unicorn. Player loses racial abilities, but retains class abilities, and gains a Unicorn's natural attacks, as well as a hatred of adult males of all kinds.
6. Slave of Dagon. Player becomes a horrible amphibious fish man. All statistics reduced by 2, all racial abilities lost, player gains the ability to breathe underwater, and land and swim speeds of 20'. The player must be immersed in water every 4 hours, or start taking Constitution damage.

Deformation
1. Tiny Hands. You always drop your sword on a natural 1 or a natural 20. It does not change the other results of the roll.
2. Massive Genitalia. Your Constitution increases by 2, but critical hits against you do additional damage (critical multiplier increases by 1).
3. Two Heads. You receive a -2 to Dexterity and Wisdom. You may take 2 Standard Actions instead of a Move and a Standard, but both actions are at -4.
4. Mucus Layer. Your skin becomes green and rubbery, and covered in a thin layer of mucus. You suffer a -2 to Constitution and Charisma, but gain Resist Fire and Electricity 5.
5. Marked. Your face in marked by evil. Good characters in your presence when your face is uncovered automatically dislike you, and suffer a -1 penalty to attacks, saves, and skill checks.
6. Tentacles. Each of your limbs becomes two tentacles. Your land speed changes to 10', and you can no longer wield traditional weapons, but you may hold items in your tentacles and strike with them. Each tentacle does 1d4 + 1/2 Str damage.


What is this corpse, and why shouldn't I touch it?
These two tables can be used separately, but are intended to be used together, so that a found corpse is defined and trapped.

Corpse
1. A troll at -8 hit points. In 5 minutes, it will stand at full hp.
2. The son of a local lord who has been missing. He wears his signet ring, and his parents will assume he was murdered by anyone wearing it.
3. Glinda, the Good Witch. Her wand has been cursed.
4. A leprous orc. Players touching it must succeed on a difficult (DC 18) Fortitude Save or contract leprosy.
5. A wizard's failed experiment at combining snakes and goats. Some snakes may still live inside the horror.
6. An ogre’s child, torn into a dozen pieces. Players waiting for 30 minutes will encounter the ogre, in an unstoppable rage.
7. A paladin whose blood has turned into holy water. A small pool of it sits next to the corpse. Any player willing to desecrate the body may harvest the water.
8. A pigeon with an extremely large ruby in its gullet.
9. A dead genie, and his now non-magical lamp. If players manage to resurrect the genie, he will grant one wish before disappearing.
10. Your mom. No, I don’t know how she got here. Player enters a rage in the next combat encounter.

Trap
1. Corpse explodes dealing high (8d6) fire damage to all within 20’, Reflex Save for half. Trap is a rune scrawled on corpse's back, and can be noticed with a difficult perception check.
2. Already claimed as food by nearby massive, rabid bear. The bear will attack anyone touching the corpse in a berserk rage.
3. Covered in Super Glue. Corpse sticks to player until that can succeed on an extremely difficult (DC 20) Strength Check. Each check takes 1 hour.
4. Smells truly awful. Player must succeed on a difficult (DC 18) Fortitude Save or be nauseous for 4 hours. Players succeeding are still at -1 to attacks, saves, and skill checks for 4 hours, and no one wants to stand near them for at least 1 day.
5. Corpse is made up of doppelganger ants. Doppelganger ants attack anything that touches them, swarming for 3d6 damage per round. Once they kill their prey, the ants mimic their victim as a corpse.
6. Corpse is lying in an acid pool. When touched, the corpse falls completely apart, and the player must succeed on a difficult (DC 18) Reflex Save or fall into the acid pool themselves, taking high (8d6) acid damage.
7. If moved, desecrated, or otherwise disturbed, the corpse rises 2 rounds later as a Skeleton Warrior or Death Knight.
8. The corpse is a sacrifice by a local kobold tribe to their god, an ancient black dragon. Interfering with the corpse will bring the anger of the kobold tribe. Killing the tribe will anger their god.
9. The corpse is inhabited a camouflaged alien intelligence that lashes out to control the mind of the first person to touch it. Players interacting with the corpse must succeed on a difficult (DC 18) Will Save or be possessed.
10. Corpse is under a collapsing ceiling. Trap can be found and disarmed with difficult (DC 25) skill checks. If the wall collapses, any player within 10’ of the wall must succeed on a difficult (DC 18) Reflex Save or take heavy (8d6) crushing damage.