Build a Better Hero Trap
by Kalvin Lyle
This is an encounter from the campaign I’m currently running. The PCs were asked by a wizard to retrieve some ingredients from his old tower. It had become infested with dragons and he couldn’t be bothered to exterminate them himself. The tower is only 4 rooms, but there is no place for the PCs to rest as the denizens and traps of the tower kept them on the move for the entire time they are there. When I have more time I’ll write up the rest of the encounters and post it along with the 3D rendered map.
The Abandoned Tower: Area 1 – Storage Room
Encounter Level 4 (875 XP)
Setup
The entry room into the top of the abandoned tower is a deadly trap. Once teleported into the tower a magical trap is sprung causing the charred corpses to re-animate.
This encounter includes the following creatures.
10 Galvinized Corpses (G)
When the players pass through the teleportation portal:
“The flash of magical energy dissipates around you and the overwhelming scent of burnt flesh and metal stings your nostrils. As your eyes slowly adjust to the darkness, twisted and charred bodies reveal themselves on the ground before you. Grotesquely warped forms faintly silhouetted by a eerie purple light. The room is too dark to see an exit.” Put three charge tokens on the trap.
Tactics

The trap gains charges whenever a power with an arcane keyword is used near it. The trap uses these charges to reanimate the corpses in the room. Once arisen the corpses use their lightning attack to damage the closest PC to them and move towards their targets. Once a corpse is killed, place a marker where it has fallen, as the trap can use it’s charges to re-animate that corpse.
Galvinized Corpse trapTrapLevel 4 TrapXP 175
Lightning arcs throughout the room, flashing and sparking as it touches metal.
Perception DC 20 (after traps turn only): “Every time a spell is cast the crystal light source in the ceiling gets brighter. Whenever a corpse stands up, the light source dims.”
Arcana DC 26 (after traps turn only) or 15 (after a successful Perception test): “The crystal in the center of the room is feeding on arcane magic and animating the corpses. Stop casting spells and the corpses will stop getting back up when they are killed.”
Dungeoneering DC 36 (or 16 after a successful Arcana or Perception test): “The crystal in the ceiling is awakening the corpses. Damaging the crystal may weaken the stability of the tower, but if no further magic is used in the room, the corpses should remain inanimate.”
Galzinized Corpse
Medium natural animate (undead)
Level 4 Artillery XP 175
Initiative +3 Senses Perception +3; darkvision
Burnt Stench aura 1; living enemies in the aura take a -5 penalty to attack rolls.
HP 46; Bloodied 23
AC 17; Fortitude 16, Reflex 14, Will 14
Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant
Speed 4
Electrified (minor, at-will)
Lightning
At the start of its turn anyone standing next to the corpse is at risk of being electrocuted: burst 1; +7 vs Reflex; 1d6 lightning damage, and the target is weakened (save ends).
Lightning Blast (standard, at-will)
Lightning
Arcs of lightning shoot from the metal bands and charred flesh: ranged 10; +7 vs Reflex; 2d6+3 lightning damage, and the target is stunned (save ends).
Death Burst (when reduced to 0 hit points)
Lightning
The remaining electric charge on the galvinized corpse is unleashed: close burst 1; +7 vs Fortitude; 2d6+3 lightning damage.
Alignment Unaligned Languages -
Str 16 (+5) Dex 13 (+3) Wis 12 (+3)
Con 16 (+5) Int 4 (-1) Cha 3 (-2)
Features of the Area

Illumination: Dim light. A feint light emanates from the purple crystal at the center of the rooms ceiling.
Treasure: If the PCs search the bodies of the charred corpses they find welded into the flesh: 150 gold worth of melted coins and one blackened gem worth 100gp.
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Published May 2, 2010 at 5:32 pm