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Dungeon
Dungeon
Trap Attacks
Description - Piles of mossy stone rubble lie scattered around
the long room, sitting on puddles of still water. A cold air 1 - Remaining Ice Pillars fire at no one
exhales out, the smell of moisture meets with your senses.
Tall stone pillars stand on the west and east wall, each are 2-3 - Remaining Ice Pillars in the west wall each fire ice bolts
adorned by bands of intricately carved markings at the nearest warm target within 10 meters, they take D6
(Spot Hidden) - Spending 1 stretch to make a Spot Hidden Cold damage and is subjected to Ice Magic
roll reveals the slightly elevated stone tiles (T) and a Blue Orb
attached to the ceiling (3) if they are within their light’s 4-5 - Remaining Ice Pillars in the East wall each fire ice bolts
distance. They also risk triggering the trap if they walk to at the nearest warm target within 10 meters, they take D6
search the entire room. Cold damage and is subjected to Ice Magic
6 - All Remaining Ice Pillars each fire ice bolts at the nearest
warm target within 10 meters, they take D6 Cold damage and
is subjected to Ice Magic
ll Ice Pillars in the room attack in the same initiative
Sensing Orb: Somewhere in the room is a blue orb that
detects sources of warmth (like body temperature).
Destroying or disrupting this orb causes the pillars to go
blind and therefore cannjpy initiative, Ice Pillars do not draw
a card. Instead, they go in betwe