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Looking for ways to trip up those pesky, over-powered characters that are stomping through your campaign? The traps detailed in this series focus on effects that require specific saving throws.

The fourth entry is called Fear Run! It's a pretty simple trap. At one end of the corridor is a McGuffin—a treasure chest, a button, whatever the characters need to get. All along the corridor are some pretty easily avoided traps so long as they can time your run right. Trouble is, there's also an invisible symbol spell on the thing that's needed that triggers right before they get to the end.

Thumbnail art by Wizards of the Coast not included as part of this exclusive.

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