
Ensnaring Shadows of the Vampire Castle
Complexity: Complex
Type: Magical
Severity: Dangerous
Trigger: Specific darkened mosaic on the floor
Effect: Restrains character and deals necrotic damage
Damage Output: 4d10 necrotic damage on failure (half on success), plus 2d10 psychic damage on continued restraint (Necrotic and psychic)
Detection DC: Perception Check DC 16, Arcana Check DC 17
Disarm DC: Arcana Check DC 18, Dexterity Check DC 15
The chamber presents an ambience where the light dances hesitant across rough, stone walls adorned with haunting portraits. These likenesses seem animated, eyes flickering toward any intruder. The air, heavy with the scent of looming decay, hangs thickly, magnifying the tension as the flickering chandeliers lurch in the shadows. The once lifelike shadows twist and pulse, revealing a mosaic of dark energy on the floor. As characters step upon this threshold, haunting whispers arise, begging to be heard. Dark tendrils emerge, seizing their limbs with ethereal force, rippling toward their core, drawing upon their very essence. The chilling grip can cause hearts to quicken in fear and thoughts to cloud with melancholy.
Gameplay Notes for the Ensnaring Shadows of the Vampire Castle Trap
Trap Activation:
- Trigger: The trap activates when a character steps onto the marked darkened mosaic on the floor, triggering the ethereal shadows to erupt.
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Environmental Conditions:
- Each character must succeed on a DC 14 Investigation check to notice the arcane runes in the mosaic before stepping on it.
- Characters stepping onto the mosaic without detecting it will activate the trap immediately.
Detection and Disarm Notes:
Detection:
- Perception Check (DC 16): Notice a chill in the air or the faint buzzing of dark energy. Successful checks reveal the mosaic is dangerous.
- Arcana Check (DC 17): Understanding the magical runes gives insight into the supernatural nature of the trap. Successful checks can inform characters what they might expect.
Disarm Mechanism:
- Disarm with Arcana (DC 18): Characters can attempt to disrupt the trap’s enchantment, rendering it temporarily disabled for 1d4 rounds.
- Dexterity Check (DC 15): To obscure the runes effectively with cloth or objects.
- Casting Dispel Magic: The caster can neutralize the trap entirely on a successful spell targeting the runes.
Suggested Tactics and Variations:
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Variations Based on Party Level:
- At lower levels, allow for earlier detection options or reduce damage.
- At higher levels, increase the DCs of saving throws or add a secondary effect like shadowy whispers that confuse characters (disadvantage on attack rolls) unless they succeed on a Wisdom saving throw.
- Targeting Specific Characters: If a character is critically low on health, have the shadows tighten their grip around them, adding an intimidation factor for the others.
- Responding to Player Actions: If players attempt to attack the shadows, they may momentarily disperse but regroup in the next round.
Initiative and Round Actions:
- Initiative: The trap rolls for initiative as an NPC, using Dexterity modifier + 2 (for a total initiative of +2).
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Actions/Effects on Each Turn:
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Primary Action: Attempt to constrain the most immediate character using shadows.
- Attack Roll: +6 to attack.
- Damage on Hit: 4d10 necrotic damage.
- Restrained Effect: Target is restrained and suffers disadvantage on Wisdom saving throws.
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Primary Action: Attempt to constrain the most immediate character using shadows.
Evolving Environmental Effects:
- Initial Flicker: When the trap activates, the flickering chandelier lights dim significantly, casting longer shadows in the room, which can confuse characters.
- Psychic Whispers: As shadows continue their grip, the environment becomes unsettling, manifesting whispers in low tones. At round 3, characters within range must make a DC 15 Wisdom saving throw or gain a level of exhaustion due to fear.
Round-by-Round Effects:
Phase 1: Round 1
- Initial Effect: Shadows erupt from the mosaic, constraining any character who failed their Dexterity Save.
- Damage: Apply 4d10 necrotic damage to any restrained characters.
Phase 2: Rounds 2-4
- Escalating Effect: Each round, any character restrained must make a DC 15 Strength saving throw to escape. If they fail, they take additional psychic damage (2d10) and must reroll for escape on their turn.
- Psychic Whispers: In round 3, characters who hit the shadows or attacked the source must make a Wisdom saving throw or gain disadvantage on their next attack.
Phase 3: Round 5+ (On-going)
- Major Effect: If any character remains in the shadows at the end of round 5, they begin taking 4d6 necrotic damage at the start of their turn until freed. Additionally, they must succeed on a DC 18 Wisdom saving throw or suffer a long-term effect of reduced hit points by 1d4 until a long rest.
Tips for Running the Trap Smoothly:
- Track Condition Changes: Keep track of which characters are restrained, the damage they have taken, and their rolls for escape to ensure quick action.
- Player Engagement: Encourage players to discuss tactics out loud, increasing immersion as they plan how to manage their restraints and escape.
- Use Visual Aids: If possible, use a map or miniatures to simulate the trap area and the effect of shadows visually to enhance dramatic tension.
- Combat Flow: Treat each shadow’s manifestation as a monster in combat, allowing players to respond to the shadows while engaging in their regular turn order—this maintains immersion and urgency.
By providing a complex, interactive trap with escalating tension and dynamic hazards, the Ensnaring Shadows of the Vampire Castle serves not only as a formidable challenge but also as an immersive storytelling device within the players’ adventure.