Not Proficient Mosaic


Here is another installment of exTRAPaganza, our Thursday over-the-top trap series. 

I have no idea what inspired me for this trap… Just wanted something with a simple puzzle element and a little different.

The players walk into a large room. On the back wall is a mosaic, depicting what looks to be an adventuring party. There is a ranger, a cleric, a wizard, a rogue, and a fighter. However, upon closer examination, the mosaic figures each have the wrong weapon. The fighter is holding a dagger, the cleric the sword, the wizard a bow, the rogue a wand,and the ranger a mace.

Once in the room, the door locks. Each round, the mosaic figures will attack the party until the correct implement is placed in their hand. In order to do this, certain skill checks, as below must be made. Once a character has the correct implement in hand, attacks cease from that character. Once all characters have implements in hand, the doors open. When an implement is replaced, the old implement stays with the current mosaic character until the proper checks are made to move it.

Interaction

 PFRPG:

D&D 4e:

Ranger

 

 

 Detecting and moving implement

Hard Perception check to detect that mace is moveable. Hard Will save to remove mace and place it on cleric.

Hard Perception check to detect that mace is moveable. High bonus attack vs. Will or unable to move mace and place it on cleric.

 Attack

2 characters in room get shot by an arrow – High bonus attack vs. AC for APL/2 * 8 damage.

same as PFRPG

Cleric

 

 

 Detecting and moving implement

Hard Perception check to detect that sword is movable. Hard Fortitude save to move sword and place on fighter.

Hard Perception check to detect that sword is movable. High Bonus Attack vs. Fortitude to move sword and place on fighter.

 Attack

Channel – Hard Will Save or all characters in room take APL * 6 damage.

High Attack bonus vs. Will or all characters take APL * 6 damage.

Wizard

 

 

 Detecting and moving implement

Hard Perception check to detect that bow is movable. Hard Reflex save to move bow to ranger.

Hard Perception check to detect that bow is movable. High Bonus Attack vs. Reflex to move bow to ranger.

 Attack

Magic Missle – Each round APL +1 magic missiles are fired. Each individual missile will strike a random character for 1d4 + 1 damage. A character can be struck multiple times.

same as PFRPG

Rogue

 

 

 Detecting and moving implement

Hard Perception check to detect that wand is movable. Hard Arcana check to move wand to wizard.

same as PFRPG

 Attack

Sneak Attack – Random character is attacked, High Bonus Attack vs. AC or character takes (1d4 + APL + (APL * 6)) damage and is staggered for one round.

Sneak Attack – Random character is attacked, High Bonus Attack vs. AC or character takes (1d4 + APL + (APL * 6)) damage and is dazed. (save ends)

Fighter

 

 

 Detecting and moving implement

Hard Perception check to detect that dagger is movable. Hard Reflex save to move the dagger to the rogue.

Hard Perception check to detect that dagger is movable. High Bonus Attack vs. Reflex to move the dagger to the rogue.

 Attack

Cleave – Attack one random character in room with a high bonus attack vs. AC for APL * 8 damage. If it hits, attack another random character. Repeat until it misses or all characters have been attacked.

same as PFRPG

Categories: 4E, exTRAPaganza, Generic, Pathfinder | Tags: , , , , | Leave a comment

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