Traps are generally mundane (mechanical) or magical in nature though some monsters such as mimics serve as biological traps as well. Traps are generally sprung when a character steps on or touches the trigger. Traps can be hidden by mundane or magical means such as leaves, rugs or illusion spells. There should always be the possibility, even probability, that the adventurers will be able to detect a trap and then disable or avoid it.
The danger level of traps can range from inconvenient to deadly. They make use of dangers which are designed to harm, capture or otherwise interfere with whoever triggers the trap. The deadliest traps combine multiple elements to terrify, maim and/or mutilate any creature unfortunate enough to trigger them. A trap’s effect specifies descriptively what happens when it is triggered and should include the area of effect, which matches the range of a weapon. Anyone within the area of effect will need to make a Defy Danger roll to avoid the effect.
Trap Creation[]
- Select Trap Type
- mundane (mechanical)
- magical
- biological (monster)
- Select Danger Level
- inconvenient 1d4 damage
- setback 1d6 damage
- dangerous 1d8 damage
- deadly 1d12 damage
- Select Trigger (Samples Below)
- trod upon
- using an item such as a key
- touch (picking it up, pressing a button, etc.)
- special (attempting to read it, casting a spell upon it)
- entering the room
- opening the door
- Select Danger (Samples Below)
- arrows
- blades
- blast of fire or ice
- spell released
- poison or toxic gas
- deep pit
- Effect (Sample Below)
- layout of area changes (windows/doors appear/vanish, etc)
- revives fallen monsters/enemies nearby
- room begins to flood with harmful substance from ceiling vent
- floor crumbles
- fire(ball) from the ceiling
- Area of Effect
- hand
- close
- reach
- near
- far