Trap Generation
Roll 3d6 to generate a trap idea.
d6 | Mechanism | Tell | Consequence |
---|---|---|---|
1 | Trip Wire | Too old / new | Forced movement |
2 | Weight Differential | Juts out / in | A sharp object |
3 | False Mechanism | Breaks a pattern | A crushing object |
4 | Removal (Placement) | Prior experience | Poison / Paralysis |
5 | Pushing or Pulling | Strange material | Destroys terrain / water floods |
6 | Sound or other Disturbance | Damaged in some way | Fire or alarm of some sort |
Mundane traps deal more damage the deadlier the dungeon is.
You can do 1d6 + another 1d6 per Quarter of the Dungeon's Level usually.
Magical traps often use Spells as a reference for the damage dealt.