Level 11 Blaster
The various game tables throughout the room aren’t as innocent or harmless as they appear.Trap: Each game table is enchanted to both charm passersby into playing, and to attack the characters’ minds once they do so.Perception No check is necessary to notice the tables, or the games upon them.Initiative +2Trigger 1 When a creature reaches the center of the chamber, or makes physical contact with one of the tables, each table rolls initiative and attacks.
Attack * CharmStandard Action Close burst 2
Target: Each creature in burstAttack: +14 vs. WillHit: The target is dominated (save ends). Second Failed Saving Throw: The target can no longer save against the domination effect; the effect can be removed only by deactivating or destroying the trap.
A dominated creature must stand at the game table. It can either play the game against a “phantom opponent” (the magic of the trap itself) or stand motionless and take no other actions. If another creature attacks the table, the dominated creature must spend its actions making a basic attack against that attacker (or move to do so, if it is not within range).Trigger 2 The trap’s opportunity attack is triggered by either of the following events: A creature dominated by that trap ends its turn without playing the game, or a creature playing the game, whether dominated or not, gains a failure in the Playing the Game skill challenge.
Attack * PsychicOpportunity Action Close burst 3
Target: Triggering creature in burstAttack: +14 vs. WillHit: 2d10 + 6 psychic damage.Countermeasures A character can deactive the trap by defeating it at its own game
A character can attack the table (all defenses 19, hp 81, immune to poison and psychic, vulnerable 5 fire), though doing so causes a creature dominated by the table to attack the character. If the table is destroyed, so is the trap.
Published in Tomb of Horrors, page(s) 28.