Game Table - Traps

Game Table
Trap
Level 11 Blaster
XP 600

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.