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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.