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.