Holiday Event & Ghost System

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1 1 Holiday Event & Ghost System The Purpose To prevent character death in the 2017 Winter Trap Gauntlet from being a reason to leave. This will provide a way to keep the dead engaged with the game. How To Run This system is set to function with multiple tables of people who are participating in different parts of the same dungeon. This dungeon consists primarily of traps (see the rooms later in this supplement for some premade examples), and the ghosts will move between tables. You, the GM, have every right to decide what is and isn t reasonable for the ghosts to do within their alignment (hindrance for future ghosts, help for past ghosts). Ghosts will make moves (see examples in the Types of Ghosts section) by asking you, quietly so the other table members don t hear, if they can do something within the scene (or, potentially, to affect something in a future trap: this is up to you). Then you will charge them an amount of points that you deem appropriate. A good rule of thumb is that simple tasks, such as causing a gust of wind or pushing something, cost somewhere between 2-4 points, moderate actions, like picking up and moving something, cost around 5-8 points, and complex actions, like attempting to discover how a trap works and trigger it, cost 9 or more points. These numbers are arbitrary, but you can use them for a general idea of how much things of different complexity vary in cost. Change or apply costs differently as you, the GM, see fit. Ghosts should be expected to describe how the thing they re saying transpires. They can t just say I reveal how this trap is activated, they need to say how they do that. Do they look through the wall with their ghost vision to find pressure plates? Do they fly into the wall and look around? The Point Pool Ghosts will roll 1d8+2d4+WIS to determine the number of points they have to spend per table. Don t forget: the GM is responsible for charging the ghost a number of points they see fit based on how difficult their action is. Types of Ghosts If you re unclear on how charging points for actions works, please review the How To Run section. Ghosts Of The Past Past ghosts will, upon becoming a ghost, move one table back in rotation. When tables rotate forward in the future, the past ghost will go backwards (if the ghost was at table 3 and you have 4 tables, they move to table 2 instead of to table 4). Past ghosts are the helpful type of ghost and therefore are expected to make moves that assist the group in some fashion. These moves can do things such as give someone s roll advantage, give negative conditions of monsters that may appear, improve a player s stats temporarily, or other things that you see as beneficial to the group. Example Moves I reveal how this trap is activated to Jacob by entering the walls and floors and searching for the mechanism. Costs 7 points I protect Marco with an ethereal wind, shielding him and making him only take half damage. Costs 4 points Ghosts Of The Future Future ghosts will, upon becoming a ghost, move one table forward in the rotation. Once they re at their new table, they rotate forward alongside that group.

2 2 Future ghosts act as a hindrance to the group they re with, so they should make moves that cause additional problems for the group. They can do things such as make traps more deadly, boost a monster s damage, give players disadvantage on a roll, or temporarily decrease a player s stats. Example Moves I cause Ashley to have disadvantage on her Investigation roll by blowing dust up into her eyes. Costs 2 points I discover how the trap works and activate it by entering the walls and manually pushing on the trigger. Costs 10 points The Dungeon Trap rooms rearrange themselves when the players rotate but contain the same traps (only the order changes). Some of the multiple traps within rooms are connected by doors (mainly full-room based traps, like Dark Reindeer, or some assorted ones like the Talking Door), while some simply exist together in the open (various puzzles, etc.). To get from one whole room to another (not traps within the same room), the players are transported in a way the GM sees interesting and fit. The rooms below may be combined or scrambled should your groups divide into larger or smaller numbers. Size for rooms, halls, and traps ordered in (Length, Width, Height) Room 1 Locking Spiked Pit (dangerous trap)(room: 10 ft by 10 ft, Trap: 5 ft by 5 ft) This pit has a spring-loaded cover constructed from material identical to the floor around it. A successful DC 15 Wisdom (Perception) check discerns an absence of foot traffic over the section of floor that forms the pit's cover. A successful DC 15 Intelligence (Investigation) check is necessary to confirm that the trapped section of floor is actually the cover of a pit. Once detected, an object can be wedged between the pit's cover and the surrounding floor to prevent the cover from opening, making it safe to cross. The cover can also be magically held shut using the arcane lock spell or similar magic. The trap door that covers the pit is spring-loaded. After a creature falls into the pit, the cover snaps shut to trap its victim inside. A successful DC 20 Strength check can pry the cover open. The cover can also be smashed open. A character in the pit can attempt to disable the spring mechanism from the inside with a DC 15 Dexterity check using thieves' tools, provided that the mechanism can be reached and the character can see. This pit trap also has sharpened antlers at the bottom. A creature falling into the pit takes 2d10 piercing damage from the spikes. Which Way to the Front? (easy trap)(hall: 35 ft by 5 ft, Trap: transforms to 20 ft by 20 ft room) A simple set of sliding walls triggered by a tripwire (placed about halfway down the corridor), which uses a DC 12 Perception check, transforms what appears to be a small hallway into a 20 ft by 20 ft room containing a Cockatrice (see stat block at end) and another exit. The original exit at the end of the hall has been blocked off and is now inaccessible. The new exit on the interior of the room is an alternate route leading to a different trap than the one assigned to the end of the hall, and will only open if the monster is killed or if someone uses an applicable spell to open the door. It is also possible for the door to be broken through on a DC 21 Strength check. The walls are also easy to break, so getting back to the original hallway is relatively easy. The Dastardly Lava Room (dangerous/deadly trap)(room: 20 ft by 20 ft, Trapped tunnel: 25 ft by 5 ft) This room contains several glowing (and imperceptibly growing) mounds of lava. There is a regular exit to this room, as well as a tunnel leading from this room which has a sign with some unreadable text from a distance. Should a character/characters journey down the tunnel to read the sign it simply says You Blew It. Then, the aforementioned lava begins to flow into and fill he tunnel. If the players can stop the lava from flowing in ANY way, either by blocking it or magic or something else, they will eventually see the lava subside and their friend rescuable. The player trapped inside may notice a small trapdoor on the floor (either Passive Perception 15 or DC 14 Perception check), though hiding in here to escape the lava, which is definite doom, causes them to need to walk on spikes that deal a total damage of 1d6+2 piercing. The Bridge At Rue Vincent (deadly trap)(room: 35 ft by 35 ft by 20 ft (including wax), Bridge: 35 ft by 5 ft) Upon entering, the players notice a few crucial things about this room: it is filled 10 ft up with molten wax, there s an railing-less wooden bridge as the only way across, and there is a flint golem standing roughly in the middle of the room. If the players hit the golem with an object of metal of any kind, a spark is created (feel free to either mention/not mention this to the players) and roll a d6. On a 1-3, the spark ignites some of the wooden bridge and it begins to burn away (the lower the number the quicker it burns), leaving the players a limited time to get creative. On a 4-6 nothing happens, though it may only be a matter of time before you need to roll again. The golem

3 3 isn t inherently hostile and only takes the defend action to block the players from passing and to prevent harm to itself. The golem has 58 HP. Room 2 Poisoned Arrows (dangerous trap)(room: 20 ft by 15 ft, Pressure plates in random locations) This area includes 5 pressure plates, each one rigged to its own set of darts. The tiny holes in the walls are obscured by dust and cobwebs, or cleverly hidden amid bas-reliefs, murals, or frescoes that adorn the walls. The DC to spot them is 15. With a successful DC 15 Intelligence (Investigation) check, a character can deduce the presence of the pressure plate from variations in the mortar and stone used to create it, compared to the surrounding floor. Wedging an iron spike or other object under the pressure plate prevents the trap from activating. Stuffing the holes with cloth or wax prevents the darts contained within from launching. The trap activates when more than 20 pounds of weight is placed on the pressure plate, releasing four darts. Each dart makes a ranged attack with a +8 bonus against a random target within 10 feet of the pressure plate (vision is irrelevant to this attack roll). (If there are no targets in the area, the darts don't hit anything.) A target that is hit takes 1d4 piercing damage and must succeed on a DC 15 Constitution saving throw, taking 1d6+3 poison damage on a failed save, or half as much damage on a successful one. The Gas Passage (easy/dangerous trap)(hall: 10 ft by 5 ft, drops down to 10 ft by 5 ft, inclines to 10 ft by 5 ft) This is no more than a lowered portion of the corridor, which is filled with carbon dioxide. This will extinguish the torches of any character who continues to hang out in the section (you should provide some hints about hidden treasure that the players may find, though there isn t really anything). At the bottom is a DC 13 Perception secret door which only leads to the wall behind it. If the players spend over 1 minute in this area, they must make a DC 15 Constitution save against 1d10 damage, taking half of that on a successful save. Double Door Doom (dangerous trap)(door: upper and lower halves 3.5 ft by 3.5 ft) This is a variation on the blades-and-door style trap. It is constructed in the style of a double door with an upper and lower half (think stables door or something of the sort), not side-by-side. Noticing the blades that hide behind the door is a DC 20 Investigation check. The lower half has a spring-loaded blade in it which is set to attack anyone who opens just the upper door and leans through, dealing 1d8+1 piercing damage (just roll a d20+2 to hit) to whoever happens to be in this wrong place at the wrong time. There is also a blade on the upper half of the door that will activate if the players open only the bottom portion, dealing the same amount of damage. Should a player punch or kick through the door, they take 1d8+3 piercing damage with no way to avoid it and they lose their limb that went through the door (this doesn t need to last forever, just until the end of this dungeon). Should the players simply open the door then nothing happens, though they do get to see the blades resting behind the door. Room 3 The Talking Door (easy puzzle)(door: 3 ft by 7 ft) The group is presented with a closed sentient door that is impenetrable, and says that it doesn t how to know open itself. The only reliable clue they have is a word written on the walls: Rudolph. The key to open the door is getting the door itself to say Rudolph. Swatting Swatters (easy trap)(hall: 20 ft by 5 ft, Trapped floor: 16 ft by 5 ft) Outside of the door leading into this hallway is a section of flooring that s roughly the same size and shape of the door. The slab also extends under the door into this hallway, where the far side is heavily weighted. When the door is opened, a pin released that allows the weighted section of the floor to drop in, propelling whoever opened it into a small chamber below. The walls in the hallway above the hidden chamber are made of rubber, so if someone runs in alongside the person who opened the door and happens to hit a wall they fall in as well. This trap deals no damage, but requires a DC 16 Strength check to lift up the weighted portion and some method, either physical or magic, to assist the trapped players in climbing up the tall walls (which can also be done with a DC 17 Athletics or Acrobatics check on the trapped players part). This trap can be deactivated by wedging the weighted side up (which requires that someone makes it to the far side of the hallway) or by re-inserting a small object into the pinhole above the door, which takes a DC 15 Investigation check on the door. Obvious Trap (deadly trap)(room: 10 ft by 10 ft) In this 10 ft by 10 ft room there is a desirable object, such as a large gemstone, in the center of it. It has a very apparent large hammer attached to the opposite wall, which is clearly rigged to crush whoever tried to take the gem. However, the true trap is yet unseen.

4 4 1. The entire floor is a pivoting plate supported by an incredibly strong spring. The balancing shaft runs from one side of the room to the other, directly under the pedastal with the desirable item on it. The weight of the party isn t enough to tilt the plate unless they re incredibly heavy as a collective. 2. The upper ceiling above this balance-beam is paper thin, and not truly a ceiling at all. Behind it is a small room containing spikes, which deal a total of 1d8 damage upon being hit. This room is only big enough for one person, so anyone behind them who happens to hit them causes 1 additional damage by further pushing them into the spikes. 3. The front half of this room, which tips forward when the back springs up, has a hidden door beneath it. This part of the room only stays down for about 14 seconds, barely enough time to open it and get through. Once this door is gone through it locks, as does the spring plate. Whoever is left behind may die from starvation or the acid that then fills the room. This only activated if the players grab the gem. The hammer doesn t move for a few seconds before smashing into the floor, causing the spring to lose weight on it from the party and begin the launching sequence. A particularly intelligent person that succeeds on a DC 18 Investigation check on the gem will notice that the gem is a delayed trigger for the hammer, which isn t designed to directly kill, while a DC 18 Perception check around the general room reveals that the floor has small amount of space between its edge and the wall next to it. If the trap isn t activated, the players can simply find a way through the locked door on the right of the pedestal. Room 4 The Dark Reindeer (dangerous trap)(room: 10 ft by 15 ft by 10 ft) On a successful DC 15 Perception roll, the player hears a slight jingling of bells from somewhere within their room. Should the players then get a DC 15 Investigation roll regarding the sound, they discover that the sound is coming from the far back wall of the room. Behind this wall is a herd of 1d8+2 reindeer, which are released if the players hit any wall in the room or start yelling loud as it displaces some very small stones preventing the demonic reindeer from pushing the wall out and charging forward. Should the reindeer be released, each player makes a DC 16 Dexterity save, taking Xd4 damage (where x is the number of reindeer) and half of the damage rolled on a successful save. From here, they players can run into 1 of the 2 following hallways (unless they split up). Rotating Corridor (dangerous trap)(hall: 20 ft by 7 ft) This trap is in a circular corridor with two steel rings on either end of the hallway. These rings are obviously connected to the large steel blade in the center, which begins to rotate around the hall in jump rope fashion, which is originally easy to time. However, as the players move through the hallway it becomes much more sporadic and random, making the blade harder to avoid. I leave it to you and the players creativity to find a way to stop this blade with any semi-plausible means possible. Tipping Corridor (easy/dangerous trap)(hall: 25 ft by 5 ft, Trap: 22 ft by 5 ft) There is a treasure chest and a door at the end of this hallway as bait. Should the party walk past the midway point of the hallway it tips forward, releasing assorted steel balls down at the players, making it near impossible to climb back up. The door at the end leads to the same place that the door at the bottom of the trap does, just without the 2d10 danger of being crushed by the steel balls if they linger for too long before exiting through the door at the bottom of the tipped hallway. Has an exit at bottom, leading either to one of the rooms OR to the door to next area. Tongue In Cheek (easy trap)(room: 10 ft by 10 ft) The floor of this room is made of tongues, which will latch onto any bloody flesh that touches them. This includes bloodies player limbs and the sort. One of the easiest ways to defeat this trap is simply not to walk on the floor with bloody feet or otherwise touch it with flesh and blood. Another way to beat this is setting fire to the floor, which could potentially harm the players because you know fire. The trap itself doesn t cause damage, but the 3 zombies that seek blood definitely could cause damage. Ice Cube Lube Tube (dangerous trap)(room: 15 ft radius by 10 ft tall, Tube wall: 5 ft diameter) A chest in the center of this room triggers this trap if opened. This trap is a around room with a floor made of ice, which should be an instant marker of a trap. If the chest is opened, a circular wall-tube crashes around those who stand within 2 ft of the chest. Then, the floor beneath them drops away and it falls, supported and held up only by some chains over lava, which is slowly melting the floor away. Players can escape by climbing the chains, flying, or avoiding the center all together, and pulling the lever that lies 5 ft up from the outside base of the walls simultaneously with an adjacent lever (about 20 ft up from the suspended ice floor) on the inside of the pillar, which will cause the slowly melting ice floor to be drawn back up and the wall retracted. An alternate exit for the players is 3 tunnels next to the ice, all of which are lined with 3 different types of damage (all of which do 1d4 damage, this is just for descriptive flavortext): spikes, mild acid, and heated stones. The main door to exit this room is merely on the inside of the chamber, which leads out of the main room and isn t locked at all. If the players do just walk through this, put one of the other traps listed here (that would have initially been missed due to going the other route). Room 5

5 5 Naughty List (deadly trap)(room: 25 ft by 25 ft, mice in corners, scroll in center) On a pedestal in the middle of this room, filled with tapestries of Santa giving gifts to children, is a rolled piece of parchment in a wooden tube. Carved into a plaque beneath the tube, written in Infernal, are the words You ve Been Naughty. On a DC 14 Perception check the players realize that the scroll is on a pressure plate which activates a variety of traps around the rooms. This plate can be wedged with an appropriate item if they players would like to pick the scroll up. If the players get a 16 or above on their perception check they also realize that the scroll has a slightly dark aura about it, revealing its necrotic nature. Should a player pick up the scroll with a bare or gloved hand they must make a DC 17 Constitution save, taking 2d10 Necrotic damage on a failed save and half of that damage on a successful save. Other players in the room must make a DC 12 Constitution save, falling into a deep sleep if they fail. If the players didn t wedge the pressure plate, from the walls come 4 wind up mice, who explode for 1d6 damage each with a radius of 10 ft. Spinning Spiral Stairs (easy trap)(stairwell: 5 ft by 5 ft by infinity until stopped, then becomes 25 ft deep) This stair is hooked up to a slow gear system, which almost imperceptibly spins the stairs so that no one can reach the bottom. It only spins as the party walks and stops when they aren t moving. If people stop moving and break through the stair, they can successfully reach the true bottom of the stair, though they do take 1d4 fall damage for their 3 drops down to the gearbox. Free Fall Room (easy trap)(room: 10 ft by 10 ft) This is a plain room at the end of a featureless corridor, which has a sign saying Warning! Room subject to anti-gravity! The floor is heavily padded, and there are many handholds on the walls. Sure enough, the room drops after the door seals behind the players. However, there s a shock absorbing spring at the bottom to stop the players from taking damage. However, when the door opens 2 arrows are shot in, making +8 attack rolls against 2 random targets within the room and dealing 1d4 damage each. Knock Knock Door (easy trap)(door: 7 ft by 14 ft) This clown faced iron door is actually a powerful demon. The handle to said door is a flower (in the same vein as a clown s flower lapel). The only way to enter this door is to quickly rap the knocker against the door twice and to say knock knock. The door responds who s there, and the tiresome ritual of telling knock-knock jokes until the door hears one that it likes begins. Cockatrice: Small monstrosity, unaligned Armor Class: 11 Hit Points: 27 Speed: 20 ft, fly 40 ft STR DEX CON INT WIS CHA 6 (-2) 12 (+1) 12 (+1) 2 (-4) 13 (+1) 5 (-3) Senses: darkvision 60 ft, passive Perception 11 Languages: - Actions: Bite: Melee Weapon Attack. +3 to hit, reach 5 ft, one creature. Hit: 3 (1d4 + 1) piercing damage, and the target must succeed on a DC 11 Constitution saving throw against being magically petrified. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until the end of the fight.

6 6 Map 5 1 E N D *Dotted lines represent paths that only appear once every group has completed every room. This map can have rooms increased in size/removed if you are using more/less rooms. Assume that hallways connecting the rooms remain closed until every room has been completed.

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