Recently playing real 80s TSR Sabre River was impressed by a map with x marks for traps and a simple pair of tables one for triggers and one for the trap. Being high level the traps were a menace and it proved to be one of the most memorable trap scenes In my gaming experience.
Two simple tables made each trap seem fairly unique.
I have considered maybe all dungeons could have this setup.
I might try some fancier ones later.
d6 Common Chest Trigger Lv 1-4
Trapped treasure or caches or even coffins
1 Lock tampered with
2 Any damage attempt
3 Chest opened
4 Chest moved
5 Motion within 3m
Two simple tables made each trap seem fairly unique.
I have considered maybe all dungeons could have this setup.
I might try some fancier ones later.
d6 Common Chest Trigger Lv 1-4
Trapped treasure or caches or even coffins
1 Lock tampered with
2 Any damage attempt
3 Chest opened
4 Chest moved
5 Motion within 3m
6 Fake opening clasp or secret switch to open
d6 Common Chest Trap Lv 1-4
Trapped treasure or caches or even coffins
1 FIre crossbow bolt or dart 1in4 +poison save or take d3
2 Releases creature d4 1=spider 2=snake 3=scorpion 4=giant rat
3 Snapping iron jaw save or 2d4 and hand trapped and -2 rolls using hand all day
4 Sets off a loud alarm alerting enemies (possibly a shrieking fungus)
5 Poison needle save or lose 1hp/round for 2d4 rounds
1 Deadfall of rubble or boulder save or 3d4
2 Spikes save or d6+poison
3 FIre crossbow bolt or dart 1in4 +poison
d6 Common Chest Trap Lv 1-4
Trapped treasure or caches or even coffins
1 FIre crossbow bolt or dart 1in4 +poison save or take d3
2 Releases creature d4 1=spider 2=snake 3=scorpion 4=giant rat
3 Snapping iron jaw save or 2d4 and hand trapped and -2 rolls using hand all day
4 Sets off a loud alarm alerting enemies (possibly a shrieking fungus)
5 Poison needle save or lose 1hp/round for 2d4 rounds
6 Gas save to resist d6 1=sleep d4 hours 2=paralasys d4x10min 3=2d4 poison 4=stench causes d4 rounds vomiting & choking, lose 1hp per round5=smoke, while in smoke and d4 rounds after -2 on rolls and lose 1hp per round
d6 Common Room & Corridoor Triggers Lv 1-4
Trapped rooms
d6 Common Room & Corridoor Triggers Lv 1-4
Trapped rooms
1 Particular floor stones or coloured tiles
2 Tripwire difficult to see in dim light
3 Pressure plate or False floor
4 Creature hidden watching with manual switch
5 Floor mechanism requires certain weight to activate
d6 Common Room Trap Lv 1-4
Trapped rooms & chambers
1 Doors shut and lock d4 1=floods 2=spiked ceiling lowers 3=spiked walls close 4=roll d4+1 on common room traps for extra hazzard
2 Release dangerous creature or several from concealed door
3 Explosive d4 1=cast iron grenaide 2=explosive fungus 3=ward 4=
4 Sets off a loud alarm alerting enemies (possibly a shrieking fungus)
5 Gas save to resist d6 1=sleep d4 hours 2=paralasys d4x10min 3=2d4 poison 4=stench causes d4 rounds vomiting & choking, lose 1hp per round5=smoke, while in smoke and d4 rounds after -2 on rolls and lose 1hp per round
2 Tripwire difficult to see in dim light
3 Pressure plate or False floor
4 Creature hidden watching with manual switch
5 Floor mechanism requires certain weight to activate
6 Baited with food or valuable trinket or secret false door
d6 Common Room Trap Lv 1-4
Trapped rooms & chambers
1 Doors shut and lock d4 1=floods 2=spiked ceiling lowers 3=spiked walls close 4=roll d4+1 on common room traps for extra hazzard
2 Release dangerous creature or several from concealed door
3 Explosive d4 1=cast iron grenaide 2=explosive fungus 3=ward 4=
4 Sets off a loud alarm alerting enemies (possibly a shrieking fungus)
5 Gas save to resist d6 1=sleep d4 hours 2=paralasys d4x10min 3=2d4 poison 4=stench causes d4 rounds vomiting & choking, lose 1hp per round5=smoke, while in smoke and d4 rounds after -2 on rolls and lose 1hp per round
6 Pit opens to save to avoid d8 1=1d6 3m 2=2d6 6m 3=2d6 3m+spikes 4=2d6 3m+spikes+poison 5=3d6 6m+spikes+poison 6=dangerous animal 7=drop 3m into water 8=lower level
d8 Common Coridoor Trap Lv 1-4
Trapped passages & tunnels1 Deadfall of rubble or boulder save or 3d4
2 Spikes save or d6+poison
3 FIre crossbow bolt or dart 1in4 +poison
4 Pit opens to save to avoid d8 1=1d6 3m 2=2d6 6m 3=2d6 3m+spikes 4=2d6 3m+spikes+poison 5=3d6 6m+spikes+poison 6=dangerous animal 7=drop 3m into water 8=lower level
5 Portcullis gate slams down 1in4 a second gate closes behind
6 Release dangerous creature or several from concealed door
7 Pendulum with a blade or spiked flail ball swings save or 2d4
6 Release dangerous creature or several from concealed door
7 Pendulum with a blade or spiked flail ball swings save or 2d4
8 Murderholes drop hazard from above d6 1=2d4 burning oil 2=3d4 hot lead 3=d4 archers or dart throwers 4=black powder grenade 2d4 save halves 5=snakes 6=caltrops d4 damage to any crossing without save, harder if dark or in hurry
d6 Common Wilds Trigger Lv 1-4
Used by hunters and outdoors enemies
1 Vine or tripwire
2 Obstruction blocking movement, activated if moved
3 Concealed in vegetation or dirt or mud
4 Partially buried under vegetation or dirt or mud
5 Baited with food or valuable trinket
Used by hunters and outdoors enemies
1 Vine or tripwire
2 Obstruction blocking movement, activated if moved
3 Concealed in vegetation or dirt or mud
4 Partially buried under vegetation or dirt or mud
5 Baited with food or valuable trinket
6 Acivated by concealed foe or trained animal
d8 Common Wilds Traps Lv 1-4
Used by hunters and outdoors enemies
Used by hunters and outdoors enemies
1 Snare traps a limb and hoists them into the air if fail save
2 Traps in a net and hoists into the air if fail save
3 Stabs on injures foot save or d4 plus -3 Mov until healed +poison
4 Clamps foot save or d6 plus require aid to release
5 Alarm chime alerts nearby enemies
2 Traps in a net and hoists into the air if fail save
3 Stabs on injures foot save or d4 plus -3 Mov until healed +poison
4 Clamps foot save or d6 plus require aid to release
5 Alarm chime alerts nearby enemies
6 Bee or wasp nest released and sets off angry insect swarm
7 A swinging branch or object with spikes save or 2d4
8 Pit trap d4 1=3m earth pit d4 2=3m+steaks+poison 2d6 3=3m+trapped animal 4=old mineshaft
Alarms Lv 1-4
Variety of alternate signal devices
1 Bells or chimes
2 Screaming animal often a bird or bat
3 Breaking pots or bottles
4 Shrieking fungus, a type of giant guard fungus
5 Ignites a fire or light source
6 Gunpowder charge or cracker or any loud bang
7 A swinging branch or object with spikes save or 2d4
8 Pit trap d4 1=3m earth pit d4 2=3m+steaks+poison 2d6 3=3m+trapped animal 4=old mineshaft
d8 Common Post Apocalypse Ruin Trigger Lv 1-4
Modern and future era traps (dungeon ones also common)
1 Tripwire
2 Obstruction blocking movement, activated if moved
3 Concealed under garbage or rubble or muck
4 Door or container opened
5 Baited with food or valuable trinket
Modern and future era traps (dungeon ones also common)
1 Tripwire
2 Obstruction blocking movement, activated if moved
3 Concealed under garbage or rubble or muck
4 Door or container opened
5 Baited with food or valuable trinket
6 Acivated by d4 1=concealed foe 2=trained animal 3=robot 4=remote
7 Weight activated
8 Advanced sensor d4 1=Laser 2=sensor 3=thermal 4=metal 5=radio 6=energy
7 Weight activated
8 Advanced sensor d4 1=Laser 2=sensor 3=thermal 4=metal 5=radio 6=energy
d12 Common Post Apocalypse Ruin Traps Lv 1-4
Modern era use d8 and d12 for advanced (dungeon ones also common)
1 Explosive d4 1=grenaide 2=pipe bomb 3=incendiary 4=demolition charge 5=mine 6=claymore
2 Discharge firearm 1=pipegun 2=musket 3=shotgun 4=disposable 1-shot laser
3 Bullet or small charge damages foot or limb d6 save or -25% Move day
4 Monster released from cage or robot activated
5 Alarm d4 1=flare 2=flashing lights 3=siren 4=musket discharge
Modern era use d8 and d12 for advanced (dungeon ones also common)
1 Explosive d4 1=grenaide 2=pipe bomb 3=incendiary 4=demolition charge 5=mine 6=claymore
2 Discharge firearm 1=pipegun 2=musket 3=shotgun 4=disposable 1-shot laser
3 Bullet or small charge damages foot or limb d6 save or -25% Move day
4 Monster released from cage or robot activated
5 Alarm d4 1=flare 2=flashing lights 3=siren 4=musket discharge
6 Gas d4 1=tear gas 2=vomit gas 3=mustard gas 4=smoke
7 Flamable area ignites, may smell of warning fumes, 2d4 damage each round
8 Door or gate closes trapping victims in a room or area
7 Flamable area ignites, may smell of warning fumes, 2d4 damage each round
8 Door or gate closes trapping victims in a room or area
9 Electiric current through wire, water, mesh, bars, doorhandle 2d6 save or stunned d4 rounds, possible an advanced arc projector
10 Releases contaminated waste d4 1=radioactive 2=medical waste 3=chemical 4=acidic
11 Sonic attack d4 1=2d6 damage save or deaf for day 2=brown note 3=stun save or knocked out for 5d6 minutes 4=d4 damage per round in area
12 Psychotronic weapon save to resist often subliminal d6 1=fear 2=revulsion 3=pacify 4=violent urges 5=sensation of burning 6=halucinate swarms of insectes or spiders
Alternate Bait Lv 1-4
11 Sonic attack d4 1=2d6 damage save or deaf for day 2=brown note 3=stun save or knocked out for 5d6 minutes 4=d4 damage per round in area
12 Psychotronic weapon save to resist often subliminal d6 1=fear 2=revulsion 3=pacify 4=violent urges 5=sensation of burning 6=halucinate swarms of insectes or spiders
Alternate Bait Lv 1-4
Variety of alternate lures
1 Coin or shiny trinket
2 Corpse with goods (1in4 diseases or with parasites)
3 Food (d6 1=meat 2=pie 3=sausage 4=ration pack 5=honeycomb 6=bottle of grog)
1 Coin or shiny trinket
2 Corpse with goods (1in4 diseases or with parasites)
3 Food (d6 1=meat 2=pie 3=sausage 4=ration pack 5=honeycomb 6=bottle of grog)
4 Fake mechanism like door, chest, secret door, lever, button
5 Weapon or ammunition
6 Propreganda poster or idol provokes enemy to damage or move d4 1=racist 2=blasphemous 3=political 4=obscenity 5=alignment 6=all results 1-4 at once
Alarms Lv 1-4
Variety of alternate signal devices
1 Bells or chimes
2 Screaming animal often a bird or bat
3 Breaking pots or bottles
4 Shrieking fungus, a type of giant guard fungus
5 Ignites a fire or light source
6 Gunpowder charge or cracker or any loud bang
Basic Poison 1-4
Variety of common poisons can add to many traps
1 Filth save or take extra d3 hour later
Variety of common poisons can add to many traps
1 Filth save or take extra d3 hour later
2 Paralasys save or in d3 rounds frozen for 10d4 minutes
3 Sleep save or sleep d3 hours
4 Necrotic save or 2d4 damage, only 1pt if save
5 Asphyxiation save or require first aid to breath for 10d3 rounds
6 Heart stops require first aid to stay alive for 10d3 rounds
3 Sleep save or sleep d3 hours
4 Necrotic save or 2d4 damage, only 1pt if save
5 Asphyxiation save or require first aid to breath for 10d3 rounds
6 Heart stops require first aid to stay alive for 10d3 rounds
Basic Magic Traps1-4
Variety of common poisons can add to many traps
1 Ward spell 10 damage save halves
Variety of common poisons can add to many traps
1 Ward spell 10 damage save halves
2 Burning Hands spell d3+5 save halves
3 Stinking Cloud spell save or nausea
4 Web spell save or trapped
5 Curse spell
6 Fireball spell 5d6 save halves
3 Stinking Cloud spell save or nausea
4 Web spell save or trapped
5 Curse spell
6 Fireball spell 5d6 save halves
I love this kind of stuff, you can never have too much of it. Thanks for sharing.
ReplyDeleteim tempted to mad dm screens for dungeons lv 1-4
Deletefull of stuff like this