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Ayuda para Vieja Escuela Juego de Rol - Por orthanc (Perso-

10 TRAMPAS Rol) – www.persorol.blogspot.com.es / Vieja Escuela es un


Juego escrito por Javier “cabohicks” García y editado por
PARA VIEJA ESCUELA Eneko Menica y Eneko Palencia

1. Falsas baldosas 6. Extraño Hueco


Descripción: Al pisar sobre alguna de ellas, la Descripción: No hay salida en ese pasillo, pero un letrero
baldosa se desprenderá y el PJ caerá hacia un hueco grabado en piedra sobre un estrecho hueco explica que
de cierta profundidad, cuyo fondo no se vislumbra y hay que introducir la mano y tirar de una palanca para
en el cual descansan verticalmente un ristra de abrir la pared y seguir avanzando. En el interior del
estacas afiladas. hueco hay todo tipo de gusanos “chupasangre”.
Descubrir trampa: Alerta : 13+ Descubrir trampa:
Tirada de Instintos: DES 11+ Tirada de Instintos: CON 14+
Efecto/Daño: 1d4 Efecto/Daño: 1d4. Luego tirada de CON +11 para evitar
1 punto extra por reacción cutánea .
2. Proyectiles desatados
Descripción: A mitad de pasillo, uno de los PJ (a 7. Haces de luz
discreción del Director) recibirá el impacto de varios Descripción: Tras cruzar dos esculturas apostadas a uno
virotes afilados que salen disparados desde la roca y otro lado del pasillo, cada una emitirá haces de luces
de sus muros horizontalmente. apuntando a la otra, creando una entramado entre
Descubrir trampa: Alerta : 15+ ambas, lo cual separá al grupo (o tal sólo dañará a uno
Tirada de Instintos: DES 14+ de ellos) e impedirá pasar al otro lado.
Efecto/Daño: 1d4+1 Descubrir trampa: Alerta 16+
Tirada de Instintos: DES 15+
3. Opresión de muros Efecto/Daño: 2d4+1
Descripción: Cuando los Jugadores atraviesen un
pasillo de gran longitud y suelo viscoso, sus muros 8. Vapores invisibles
chasquearán se cerrarán sobre sí poco a poco. Tan Descripción: Uno de los pasillos rezuma ente sus muros
sólo toca correr hacia delante o hacia atrás. un vapor apenas perceptible, que podrá dejar aturdidos
Descubrir trampa: -- a los PJ mientras cruzan la zona.
Tirada de Instintos: DES 11+ (huida) Descubrir trampa: Alerta 17+
Efecto/Daño: El suelo resbala, y si al huir el PJ Tirada de Instintos: CON 12+
resbala muere inmediatamente aplastado. Efecto/Daño: Parálisis momentánea, es decir, Desventaja
hasta el resto de aventura. Además, 1d4 si se saca pifia
4. Fuegos y brasas en la tirada de Instintos.
Descripción: El suelo del pasillo es un cubículo en
cuyo fondo hay brasas ardientes, ascuas al rojo (y 9. Esfera oxidante
verde) vivo y llamaradas que exhalan un calor Descripción: Una esfera viscosa y gigante perseguirá por
sofocante en esa zona de la mazmorra. Toca saltar el pasillo a los PJ, tratando de absorber en su interior
tomando carrerilla. todo el metal que porten, oxidándolo y corroyéndolo
Descubrir trampa: -- (sea el que sea).
Tirada de Instintos: DES 12+ Descubrir trampa: Alerta 14+
Efecto/Daño: 1d4 por turno sobre el fuego. Tirada de Instintos: DES 15+ (para huir corriendo)
Efecto/Daño: Todo metal queda inservible.
5. Ungüento venenoso
Descripción: Un esqueleto con ricas prendas y 10. Cuchillas pendulares
armas oxidadas descansa recostado sobre el muro. Descripción: Una decena de cuchillas pendulares
Si algún PJ lo registra, podrá infectarse del mismo (colgadas del techo), oscilarán y trincharán a los PJ si
veneno que acabó con él: un frasco en su mano con hacen demasiado... ruido. Para evitar las cuchilladas hay
un raro ungüento aún fresco. que cruzar en silencio.
Descubrir trampa: Supervivencia 13+ Descubrir trampa: Alerta 11+
Tirada de Instintos: CON 14+ Tirada de Instintos: DES 14+
Efecto/Daño: 1 por cada sala recorrida hasta un Efecto/Daño: 2d6
máximo de 1d6.
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