|Steven S. Crompton|
|Trigger: Mechanical: Proximity||Effects: None|
|Save: Armor Class or|
|Resets: Automatic||Bypass: None (Avoid)|
Description: The idea, is that a thing that looks like a thing it is not. There lies endless opportunity for player skill to shine. Many of the traditional options of 'object that is a monster' have actually been codified into monsters themselves. Caryatid columns. Mimics. Trappers. Cloakers.
These are all characterized by similar traits. Digestive ability, Immobilization/Trapping ability, and Disguise. Using these traits and your default system and you can create a 'trap' out of any object.
Bags or sacks
Endtables, cabinets, armoire
Curtains (with the added bonus of being able to say "It's curtains for you!" when they fall victim)
Detection/Disarming: Use one descriptive term that is out of place for the object and describe the results of the events in the room. The odd descriptive term lets them know that something is amiss with the object, and the events should let them puzzle it out. Examples:
"A stagnant fountain lairs in the corner. The room has some discoloration on the floor and broken weapons and armor lie about." (In this case the fountain has backed into the corner, which is an odd position for a fountain. It cannot digest metal so that remains, and the discoloration is dried blood)
"A wooden chest with brass banding rests in the corner facing the wall. There is a pile of bones and refuse piled in the opposite corner." (The chest is facing the wall, which is odd. The mimic piles its bones in the opposite corner to make itself appear not suspicious.)