Mixed Signals

Straight-forward gaming

A murky pool with a beautiful, especially rare water flower floating on its surface. If players approach, an ancient and powerfully hungry octopus launches itself onto the player's face (Reflex save DC 15 negates).

The octopus squeezes the player's head for 1d8 damage every round until destroy...

Upon triggering, all exits seal up, holes in the wall open, and water rushes in, quickly flooding the area. The water only comes up to about mid-chest height on a human, then freezes solid in an instant. Characters are trapped, and possibly freezing to death.

The ice is kept frozen magically, b...

This talisman causes its owner to appear and detect as undead to all non-evil non-undead (effectively -8 CHA, or minimum 0 total CHA modifier). Most good-aligned creatures may attack the player, believing them to be undead, supernatural, or evil in some way.

However, it has no such perceptual e...

An ornate, clear, crystalline statuette with a gemstone at its core is in fact made of bitter ice.

If touched, it adheres to the hand, dealing 1d3 cold damage per round.

If forcefully removed, it deals an additional 1d6 damage.

If melted, the process deals 1d6 fire damage.

Pourin...

A huge tapestry of an ancient battlefield hangs on the wall. It appears to depict an army that is facing the viewer. Archers, spear men, battlefield wizards, and even siege weapons are in evidence.

Passing in front of the tapestry activates the trap, and the characters become targets of the sol...

As the characters proceed, the other end of the corridor or room never seems to get any closer. Try as they might, it always extends further away to the exact same degree that the characters proceed. This has a surreal, almost hallucinatory appearance, sometimes leading characters to believe it's a...

A weighted hallway which, when players have crossed the center line, releases two iron bars from the walls, in a scissor-like motion in an attempt to break the players's legs. Players take 1d8 damage and move at half speed for 10 minutes.

Reflex save DC 15 halves damage and negates speed reduc...

Characters enter a room or corridor, and see what appears to be themselves way down at the other end, just then exiting. If they call to other group, the party will hear it, and, looking back, will see themselves way back where they just were. These are not copies, nor is this an illusion; space ha...

When read by a player, magical runes trigger a catapulting floorboard that propels any creature within a 15 ft radius through the air. Thrown players are propelled 1d20 ft into the air for 1d6 +5 damage. If they hit the ceiling, then they also take 1d6 bludgeoning damage.

Public domain catap...

Upon triggering, the GM has everyone roll dice, and writes down the result. Low number loses, but this is not shared immediately. The victim has been inflicted with creeping paranoia.

It takes time to manifest, but slowly, as the game session goes along, the GM passes the player notes (either...

A precious artifact causes 1d4 items from a player's inventory to be sent to 1 random plane of existence, once per day. The artifact must be in a player's possession (on their person or in a bag or similar container owned by them) to have effect. Abandoning the artifact removes the curse, but does...

A cabinet or wardrobe, if opened, releases a swarm of mosquitoes. Players have a 50% chance of being bitten as long as they remain in the room.

If bitten, they are itchy and uncomfortable, resulting in these players being automatically surprised or flat-footed when attacked (attackers get a su...

Upon triggering, all characters within the affected area are levitated a few feet off the floor. They have no control over this effect, nor does anyone else in the party. Levitating characters will simply hover in the air, unable to propel themselves.

Unless the characters can grapple a solid...

When triggered, the characters suddenly find themselves moving in the opposite direction, back the way they came. This will occur even if the characters are not touching the floor (Levitation spell, magical flight, etc.). The characters can turn back and try again, but the same thing will keep happ...

Upon triggering, the area seems to darken and expand in all directions, so that the exits are no longer visible. High winds start up, and sea water seeps up from the floor, rapidly filling the area as far as the eye can see. Clouds form overhead, and soon the characters appear to be out in the open...

A pressure plate or hair-thin tripwire on the far side of a door triggers deadly frost rays to shoot from the door frame at whatever is passing through it.

The first person to pass through the doorway is safe, but anyone or anything immediately following is blasted with 1d8 cold damage. The pre...