

A creature with a hammer or slam attack can bust open a sarcophagus with a standard action, otherwise the sarcophagi have resist all 10, vulnerable 5 thunder, and 20 hit points. They provide total cover to creatures inside them and can be used as cover to those outside. Stone Sarcophagus (requires a DC 21 Athletics check as a standard action to force open, aiding requires a similar standard action). Hit: 4d6 + 6 damage, and the target is stunned (save ends).Īlignment Chaotic Evil, Language: Common (Balok), Motive: Food (will gang up on unconscious targets, offers of non living food such as rations give cumulative +2 bonus to diplomacy, offers of living sacrifices automatically successful) Hit: 2d6 + 6 damage, and the target is immobilized (save ends).Īttack: Melee 1 (one immobilized, restrained, stunned, or unconscious creature) +10 vs. Whenever the ghoul takes radiant damage, one creature immobilized or stunned by the ghoulĬan make a saving throw against one of those effects.Īttack: Melee 1 (one creature) +10 vs. Immune disease, poison Resist 10 necrotic, Vulnerable 5 radiant Unless characters have torches, the room is in total darkness. Submerged characters can hold their breath for 5 rounds before needing to make Endurance checks. A character going prone in the water gains total concealment but suffers a -2 penalty to attack rolls unless they are armed with a spear or crossbow.

The waist high murky water is difficult terrain. A trapped character can hold its breath for 5 rounds before having to make Endurance checks. One success rearms the trap, while two failures teleports the caster into one of the sarcophagi (possibly one still occupied with a ghoul).Īll the sarcophagi are under the water, which also hides the teleporter. Cave Fisher Cave Fishers are usually in a crabby mood. Hopefully, your DM’s motives are the first two reasons Based on research and gameplay, here are 15 stellar traps that can be used in RPGs. Two successes returns the teleported individual. According to research, traps in a campaign are used for three reasons: diversion, damage, or total party kill (otherwise known as TPK).
#Dungeon warfare 2 teleporter trap series
A skilled arcanist can attempt to reverse the effect with a series of magical incantations this requires two move actions each a DC 19 Arcana check. The circle is molded into the stone floor, and as such has resist 10 all, vulnerable 5 thunder, and 20 hit points. The teleportation circle resets automatically five minutes after being triggered. Will on a hit they are teleported, on a miss they are removed from play until the end of their next turn. The trap when activated attempts to teleport one creature into the empty sarcophagus +10 vs. Four contain ravenous ghouls, and the fifth is empty, linked to a trapped teleportation circle initiative +6. Standard DC 17 Thievery or DC 22 Arcana check to detect the trap.įive sealed stone sarcophagi.
