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Manor Traps

A list of Traps and Magic Items used as such

by Anonymous3 months ago
RollResult
1-4

Bronze Gryphon, which attacks the Party afetrr closer inspection.

5-8

Cursed Dagger: The person holding it may only let go of it after spilling blood.

9-12

Statue of a mage: People passing infront of it roll a (1 = Blindness, 2 = Fear, 3 = Slow, 4 =Hold Person)

13-16

Mounted Crossbow aiming at the first Person it sees: damage on Hit (+3)

17-20

Grimoire of Screams: As long as the Book is open, a screeching Banshees Wail is heard. The Book contains a Spell to learn.

21-24

Enchanted Harp: Casts Hypnotic Pattern o all creature in its vicinity.

25-28

Pocket Watch: Freezes the Person holing it in Place for 6 seconds

29-32

Mask Room: All Mask inside the Room get alive and fly towards the party

33-36

Flying Carpet: Flies towards a target and tries to suffocate it DC 14 Strength saving throw, 3 "Death Saves"

37-40

Magic Chair: If a person sits down, he has to succeed on a DC 14 Wisdom Saving throw or he wont be able to stand up.

41-45

Man eating Plant: Casts Suggestion saying "Come Closer..."

46-50

Theater Masks: King -> mgalomania, Jester -> uncontrollable Cackling, Executioner -> Bloodlust

51-55

Ruby of Fireball: Explodes into a Fireball when stolen.

56-59

Black Candle: As long as the candle is lit up, nothing happen, but if the candle gets blown out, the shadows of every party member awaken and attack them.

60-63

Mimic: There is a chest inside the room which is actually a Mimic

64-69

Neverending Book: Whoever starts to read it, hast to make a DC 14 Wisdom saving throw. On a fail the peron cannot stop reading the book.

70-73

Tyrants Crown: Whoever wears it, hast to make a Wisdom Saving Throw of 16 every round he wears the crown. On a fail, te wearer starts attacking the other party members.

74-79

A room full of empty non magical vases. Nothing haooens in here.

80-85

A set of Living Armour: Dexterity Saving Throw of 14 or the Armour bonks the person walking past it on the head ( Bludgeoning Damage)

86-90

Music Box: After Opening it, music starts playing and a female Dancer Spirit appears. After a few Minutes the character must succeed on a Wisdom saving Throw, or is forced to dance with the apparition.

91-94

Bestiary: Statues of a Manticore, a Griffin and an Owl Bear are standing in the room. A pressure Plate in the room awakens a random creature to live.

95-99

Golden Chalice: A person drinking from this Chalice gets Healed to full HP, but the next healing the person receives fills the cup instead of healing the person.

100

The Curator: The curator of the Mansion appears and asks the Players politely to bring back all the stolen goods. If they refuse, he wont fight them immediatley, instead every round more and more artifacts will get activated.