Check for Traps - One Eyed Greed

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  • Опубликовано: 16 сен 2024
  • I'm just using one eyed Willie as an example here but you can implement this little bad boy into the skull of any famous pirate you have in your world. I just wanted to associate with someone we all should be familiar with. The trap is the skull of the specific skeleton and the trigger is the removal of or lifting of the eye patch.
    Because of the open seas and many ports these pirates may have had access to over their voyages, they may have picked up several if not all of these poisons in their travels somewhere along the way. Feel free to implement any others you may have as well. It's the idea and poisons we're more focused on with this one.
    Below are the stats for the trap itself, but more importantly, because of the vast world of travel this pirate and his crew may have seen, exotic and rare poisons could easily have fallen into their possession, which makes it easier to have a selection to play with.
    Base CR of 1 (+Poison's Mod)
    Search DC 30 :
    Because the trap is implanted into a skull, search checks will be more difficult which will see some tampering with the skull itself. A fail while tampering with the head results in an automatic setting of the trap. (See Reflex below) If reflex saves are successful, the spring that sets this trap allows the dart to travel in a straight line from where the skeleton lies up to 50 feet so any PCs in the path must also roll reflex saving throws or be hit and effected by the poison.
    Disable Device DC 20
    Reflex DC 18 avoids damage and poison
    Damage: 1 hp from the dart + Poison damage (see list below)
    Poison Damage: This is the more important aspect of this trap. The list of poisons shows initial damage from the poison (Fort save negating) and secondary damage which occurs a minute later if both Fort saves fail. All these ability score damages are not permanent. I do have a heart. Permanent ones will be listed in a future video.
    Type / Save / Initial Dam. / Secondary / CR MOD
    Small Centipede / Fort DC 11 / 1d2 Dex /1d2 Dex / +1
    Spider Venom / Fort DC 14 / 1d4 Str / 1d6 Str / +2
    Bloodroot / Fort DC 12 / 0 / 1d4 Con + 1d3 Wis / +1
    Purple worm / Fort DC 24 / 1d6 Str / 1d6 Str / +4
    Blue whinnis / Fort DC 14 / 1 Con / Unconsciousness / +1
    Grey whinnis / Fort DC 20 / 1d4 Con / Paralysis / +4
    Alforna / Fort DC 11 / 1d2 Str / Fatigue / +1
    Giant Wasp Venom / Fort DC 18 / 1d6 Dex / 1d6 Dex / +3
    Black Lotus Extract / Fort DC 20 / 3d6 Con / 3d6 Con / +8
    Shreef oil / Fort DC 12 / 1d2 Str + 1d2 Dex / 1d2 Str / +1
    Haluroot / Fort DC 13 / 1d2 Wis / 1d2 Wis / +1
    Sleeping Weed / Fort DC 13 / Slowed / 1d4 Dex / +2
    Terinav root / Fort DC 16 / 1d6 Dex / 2d6 Dex / +5
    There are plenty of other poisons to bring some extra challenges to your PCs but for now, I think these should create enough of a challenge for your players to deal with. Check your DM guide for more poisons. I'll put together another Poison focused video in the near future and list some others there. Be sure to be subscribed so you know when that one comes.

Комментарии • 2

  • @JBGarrison72
    @JBGarrison72 11 лет назад

    Thank god it was a poison dart, I thought... well, since his name was one-eyed willie and all, that we might see something far more awful when that patch was lifted than just a poison dart. o_O
    Lol, but seriously, clever trap! :D I can see this one working with a prop at the table even.

  • @blackjackrabbit1970
    @blackjackrabbit1970 11 лет назад

    lol cool i like that