Common Traps| Notes on Poison damage: As a houserule, I make Poison a nasty form of damage that cannot be healed like normal damage with spells and potions. The only way to remove Poison damage is with items like the Anti-posion Quill and the Venom Antidote, or normal rest between adventures. |
False Traps: This is more of an annoyance then anything harmful. This type of trap might be stuck, broken or previously disarmed, but to anyone searching for traps, it would appear like a normal trap. Heroes can freely move over them without harm or interruption.
Snare Trap: This is a rather harmless trap, only used to halt the Heroes. Roll a Combat Die. If it rolls a Skull, the Hero's ends his movement for this turn, and takes no damage. Any other results means that to trap triggers harmlessly, and the Hero can continue his turn normally. If triggered, the trap is so crude, it gives way by the turn's end.
Slide Trap: This is best used when stairs are used. When triggered, the Stairs Tile is flipped (or replaced with a proper tile) to show that it has became a slide. If triggered, anyone on the slide rolls a Combat Die. If it rolls a Skull, the Hero's is moved along a path to a marked spot on the quest map. Any other results means that the Hero avoided the trap. Any upright figure in the way of a sliding Hero must also roll to avoid falling with him, with both taking one point of damage from the impact. If he (they) pass any traps (found or otherwise), the trap is triggered. If it is a pit trap, the player must roll to avoid falling into the pit. Otherwise the Hero lands on the opposite side of the pit unharmed, and no longer subjected to the slide trap. Triggering a falling rock trap would cause an avalanche that would cause everyone caught in the slide or in the path to take damage once they reach the end. The rocks would not settle where they were triggered, but at the spot were the slide ends, or in a pit, if triggered.
Jaw-Trap: This is a nasty trap used to harm and ensnare the Heroes. Roll a Combat Die. If it rolls a Skull, the Hero's ends his movement for this turn, and takes one point of damage. Any other results means that to trap triggers harmlessly, and the Hero can continue his turn normally. If caught, the Hero stuck on that square, unable to move, until it is removed. It requires an action -- be it the stuck Hero, or an adjacent Hero -- to remove the trap. If the Hero forgoes this, the Hero can still act normally, but he would take another point of damage on a skull at the end of each turn it is allowed to remain on.
Sticky Trap: The Hero's feet are caught in something thick and sticky! The Hero's movement is reduced to one die (or if already that slow, roll two dice and use the lowest). The Hero mist spend an action to clean-off the gunk, and it cannot be done while monsters are in sight.
Irritant Spray: The Hero is sprayed in the face by something that makes it hard to see and breath. The Hero's turn ends immediately, and losses his next turn.
Smoke Trap: The whole room fills with smoke, so it is hard to see and breath! Place a Smoke Tile (cut out gray or black construction paper) over the room to note the room is covered in smoke. The smoke lasts for one turn. The EWP rolls two Combat dice behind the screen. Far each Skull rolled, add a turn to how long the smoke lasts. (Do not tell the players the result.) Within the smoke, visibility is reduced to adjacent spaces. As long as a Hero is in the smoke he can only move and loose his next action.
Poisoned Needle: This is typically found on chests. Roll a Combat Die. If a Skull is rolled, the Hero takes 1 point of
poison damage. For anything else, the trap goes off harmlessly.
Acid Spray: This nasty liquid can eat metal and wood. Roll a Combat Die. If a Skull is rolled, the Hero ether looses one piece of equipment, or takes 2 Body Points of damage, with one of them being
poison damage. For anything else, the trap goes off harmlessly. If hit, roll a red die. On a 1-2, loose the weapon the hero is currently carrying. On a 3-6, loose one piece of armor (player's choice). If there are no weapons to destroy, armor is hit instead. If there are no armor to destroy, the player takes damage instead. Artifacts are immune to this form of attack.
Sleeping Gas: This might effect a small 3x3 area or entire room. Anyone caught in the gas must resist the effect to stay awake. The effects are similar to the
Sleep spell, but unlike the spell, this effects the Hero's body, and thus requires the player to roll Combat Dice equal to the Hero's Body Points, with only a White Shield needed to resist the effect.
Poisoned Gas: This might effect a small area or entire room. Anyone caught in the gas takes 2 points of
poison damage. Each player rolls two Combat Dice. For each die that rolls a White Shield, one point is ignored.
Oil Trap: Boiling oil pours down on the Hero! The Hero takes 1 Body Point of damage. The player rolls a Combat Die. If a White Shield is rolled, the damage is ignored.
Fire Trap: The Hero is engulfed in fire! The Hero takes 2 Body Points of damage. The player rolls two Combat Dice. For each die that rolls a White Shield, one point is ignored. Anyone adjacent takes 1 Body Point of damage, with a single roll to negate the damage.
Inferno Trap: This might effect a small 3x3 area or entire room. Anyone caught in the flames takes 3 Body Points of damage. Each player rolls two Combat Dice. For each die that rolls a White Shield, one point is ignored.
Explosion: This trap is best used when loaded into furniture like a crate or barrel. This spell effects a small 3x3 area. Anyone caught in the explosion takes 2 points of
poison damage. Each player rolls two Combat Dice. For each die that rolls a White Shield, one point is ignored. On top of that, the heroes are dazed by the blast, so they loose their next turn.
Magic-based Traps & TricksTraps of this sort are magical in nature, or is a riddle or puzzle, and so normal methods of trap-removal (
The Dwarf, the
Tool Kit) will not work. They could be anything, form a Tomb with a magic curse on it, to a magically locked door with a clue carved on it. The actual effects can range form that are like normal mechanical traps (exploding runes, fire barrier, etc.), to some sort of lock or barrier, but many would have spell-like effects. For example, a treasure chest (that is rigged with a normal trap of its own) is surrounded by magically trapped squares. Anyone who moves adjacent to the chest is hit with a
Fireball spell and is thrown back one space, so no one can deal with the chest until the magical trap is cleared. Puzzle-based traps and tricks are nor necessarily magical in nature, but are treated as such when trying to figure them out.
To remove a magic-based trap (riddle or puzzle), the Hero would have to be adjacent to the trap, and would have to roll a Combat die for each of the Hero's Mind Points. If two White Shields are rolled, then the trap is disarmed (or solved). If the Hero fails, the magic remains, and the Hero takes to effect of the trap. If it is some riddle or puzzle, the Hero cannot make another roll, as he is stumped (and making rolls after rolls would get really boring, fast). (Requiring two White Shields makes things harder for the Heroes, so the Wizard has to best chance to deal with them.)
Illusionary and invisible traps and hazards are another form of magical trickery. In this case, these are tricks that are used to fool the senses. Doors, walls, floors, furniture, traps and monsters can be imaginary, invisible or appear as something entirely different. For example, traps and hazards can be made invisible (like an open pit covered by an illusionary floor), and would require a Mind roll (as above) to see through them. Goblins can be made to look like Chaos Warriors, and vice versa to dupe the players.
Invisible monster are somewhat tricky, as they players would have to be just as blind to them as the Heroes. The EWP can place tiny markers on the quest map to track movement, or the EWP can place Hit Markers on the board once they move. If an invisible monster attacks, it become visible to the Heroes, and the EWP places the figure on the board.
Although a suggestion, magical traps and effects on quest maps can be highlighted blue to distinguish them form normal traps (orange). Illusionary elements on quest maps can be highlighted yellow, while invisible monsters and elements can be highlighted green (like camouflage).
The strange nature of magic gives EWPs a lot of liberty with what they can do. The possibilities are endless!
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So, what do you guys think?