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Strange Salve: Needle Swarm Trap

Needle Swarm Trap     CR 6

Type magical; Perception DC 30; Disable Device DC 30
Trigger proximity; Reset automatic*
Effect 3d6 piercing damage, dazed, and 1d3 bleed damage (DC 17 Will save negates dazed, DC 17 Fortitude save negates bleed damage); difficult terrain; multiple targets (all targets in a 10-ft.-radius); lingering trap*
*A needle swarm trap follows the creature that initially triggered at a speed of 10 ft. per round for 1d10+5 rounds.

needle swarm trapMany of the old mages in Mohkba have been known to dabble in exotic experiments, and as such, many of them have quite the array of tools on hand to facilitate the advancement of their twisted research. A cruel but creative enchanter was studying swarms and due to an unfortunate magical accident, the thousands of little insects pinned to his dissection table were consumed by the needles and came to life, swarming and ripping the lab assistants to shreds before their inadvertent creator could destroy the anomaly. When he surveyed the damage he was pleased with his unintended invention and decided so long as he could instill just enough intellect into a magical creation to follow the target, that a swarm of needles would make the perfect guardian for his labs.  Years later, these traps lie in secret places, dormant until an unfortunate soul (usually looking for shelter) stumbles into one of them, leaving behind a shredded mess of humanity.

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Strange Salve: Mohkba River

If Mohkba is the heart of the Klavek Kingdom, its river is most assuredly the major artery, serving as the realm’s most important trade route by bringing goods and people from all over Aventyr.

Serpent Tail River - 1All but the largest and deepest-running ocean vessels can navigate the river up until the Three Sisters , where water from the Serpent Lake joins the Serpent Tail (during the warmer spring and summer months—otherwise the surface of the river is frozen solid). Cargo and passengers are shifted from ocean going vessels to the wide, flatter-bottomed riverboats in the trio of settlements, craft more suitable for navigating either the waterway to travel to Mohkba and Enixam, or the occasional vessel headed across the Serpent Tail River to Rybalka. The Three Sisters’ position is perfectly suited for its role as the transfer point for most goods flowing into and out of the Klavek Kingdom;  as such, each boasts offices from some of Aventyr’s largest shipping concerns.

Travel up or down the Mohkba River can be challenging at times, especially in the late spring and early summer when the snow melt causes the currents to speed up as the river swells. Those travelling downstream must navigate carefully; the current has been known to sweep more than one unwary boat into some of the rocky precipices that occupy the eastern shore.

A journey upstream is no easy task either. A ship full of strong rowers is required to overcome the current, especially during the run-off season—at its fastest, a riverboat can be lucky to travel 15-20 miles upstream per day. Luxury boats for wealthy travelers boast large staterooms, entertainment, fine food and shopping, and purchases are also generally tax free, but only the luckiest and finest of merchants are able to land the lucrative gigs on these boats (or, more than likely, those with the best political connections).

However even though it takes much longer, upstream travel is not nearly as dangerous as journeying downstream during run-off season. Exports and travel from Mohkba tend to trail off in mid-spring and usually do not pick up again until mid-summer, often leaving quite a few empty boats and idle crews in both the capital city and Enixam for the duration.

Even so, there is enough traffic flowing down river during this time that the occasional accident is bound to happen. Several small salvage firms are located down the length of the river from Mohkba to Three Sisters—they are vigilant, and any wrecked boat is generally recovered quickly, but this isn’t the only service they perform. Most of them, for the right coin, can be paid to ferry people and cargo across the waterway. Even though the Mohkba River cuts through the heart of the Klavek Kingdom, there are no bridges and no practical fords; while risky at times, braving a ferry crossing is often preferable to facing the overland journey up and around Mohkba, as the plains themselves can be quite dangerous. Of course the river itself boasts its own dangers, from riptides, to rapids, potion parasites, and river beasts.

Serpent Tail River - 2Should one need to cross the Mohkba River, there are a few options. Swimming is not a likely course of action mounts are involved, and even the most skilled athlete could end up miles downstream from where they originally entered. The best bet is to find a ferryman, normally located near some of the trickier parts of the river (likely salvage spots). A DC 25 Knowledge (geography) or Knowledge (nature) check reveals where these tough spots are and once found, a small salvage operation generally comes by in 1d4-1 hours (minimum 1).

Not all salvage operators are willing to cross the river, however; since most wrecks happen on the eastern shore, crews that are on the western shore are usually more skilled and willing to risk a crossing, thus, all social checks with these crews gain a +2 circumstance bonus. A DC 20 Diplomacy check convinces a crew to ferry across the Mohkba River, usually for 50 gp (a second DC 20 Diplomacy check reduces the price by 1 gp per point of success). Once on a ferry there is a 10% chance that an event occurs; this could be an eddy, a rock, or something else (at the GM’s discretion). When encountering these hazards without precautions, creatures that fail a DC 18 Reflex save are likely to fall off the vessel. Those falling into the water must make a DC 18 Swim check or be swept downstream, out of rescue distance from the boat, forced to swim to shore [as highlighted in the last Sidequest Saturday! -RT].

No matter when, where, or how the waterway is traversed, there is always an element of risk associated with the Mohkba River (though the rewards that await in the capital are often worth the peril.)

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Strange Salve: Potion Parasite Trap

Potion Parasite Trap     CR 6

Type mechanical; Perception DC 27; Disable Device DC 22
Trigger touch; Reset automatic
Effect all effects from magical potions are negated by the potion parasites with a host for 1d4 days after the last potion is imbibed or until any spell that recovers ability loss is cast (DC 21 Fortitude save negates); multiple targets (all targets exposed to water contaminated by potion parasites)

potion parasite - mylerThere are many dangers that plague those who travel the Mohkba River, but one of its most insidious is the obscure, nearly microscopic species known as the potion parasite. When a person is infected by a potion parasite trap, the nearly invisible organisms ingest any potions (but not extracts) drunk by the host, negating their effect. Potion parasites are fragile once removed from their outdoor environment, and if not fed a potion (either in a contained environment or while within a creature) within 1d4 days of its last feeding, potion parasites die (at which point a host can resume drinking potions normally).

Fortunately potion parasites rarely infect large swathes of water, and there is only a %1 chance that they inhabit a square of the Mohkba River that a creature is traveling through. However, the creatures often appear in freshwater streams and there is a 5% chance that any water gathered nearby the river contains potion parasites.

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Trap Tuesday (Duty in Drak’kal): Drone Trap

Drone Trap     CR 5

Type magical; Perception DC 29; Disable Device DC 29
Trigger proximity; Reset none
Effect 1d3 Con damage plus 1 bleed damage (DC 16 Fortitude negates)

drone trap - alleywayHidden in the backways and alleys of the Three Sisters, a drone trap drains blood from unsuspecting victims, filling up a hidden container. The blood lost from the bleed damage seemingly vaporizes, but it is collected in full inside the container until the bleed damage stops, at which point it is magically teleported to parts unknown.

The vampires in Mohkba placed numerous drone traps in the slums of Klavekian towns in order to supplement their food supply and though the undead are ostensibly gone, their contraptions remain. Since a drone trap is usually placed in an area populated by beggars, street urchins, and other undesirables, the collection of blood (even if it results in a few deaths) generally goes unnoticed.

 

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Trap Tuesday (Duty in Drak’kal): Reflection Pool Trap

reflection pool trap - 1024px-Sweet_Nothings_by_Godward

Reflection Pool Trap     CR 4

Type magical; Perception DC 22; Disable Device DC 21
Trigger proximity; Reset none
Effect target becomes fascinated with his own reflection (target spends 5 hours working to maximize their own personal appearance and grooming; DC 14 Will save negates); confused condition (1d4 rounds; only occurs when the reflection pool trap is disturbed as the target grooms)

One of the trendy fashions in Drak’kal involved the creation of ornate basins of water in place of traditional mirrors—as is common among Klavekian nobles, it didn’t take long for these to become the targets of pranks, becoming vandalized, discolored, or otherwise altered by mischievous vagabonds. An enterprising mage, tired of having his pool befouled on a regular basis, came up with the reflection pool trap to protect his gardens. Though the time of the trend has passed and the tastes of the Three Sisters’ elite have changed, some of these reflection pool traps are still hidden away, waiting for a weak soul to peer down into them.

 

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Trap Tuesday (Duty in Drak’kal): Sewer Gas Trap

sewer gas trapSewer Gas Trap     CR 4

Type mechanical; Perception DC 22; Disable Device DC 21
Trigger proximity; Reset auto
Effect unprotected flame sources are extinguished (no save); targets gain nauseated condition for 1d4 rounds (DC 15 Fortitude save to be only sickened for 1 round); after 1 round open flames explode (1d6 damage in a 15-ft.-radius, DC 15 Reflex save for half damage); causticity (targets take 1d4 acid damage per round in 100-ft.-radius, no save)

Despite recent renovations, the sewers in the Three Sisters are quite old and still contain many hazards. Some of these dangers are obvious and bear murderous intent, but others are innocuous; due to collapsing tunnels and blockages, dangerous fumes build up in pockets of air trapped behind debris or waste. These sewer gas traps can easily be dislodged by a wandering party (or sometimes even from vibrations from above or below). When it hits, a sewer gas trap can extinguish flame, cause explosions, and in some deadly cases, be caustic or toxic. Creatures with the scent ability automatically notice a sewer gas trap.