// From http://www.apolitical.info/webgame/tables.php?mode=4&backto= // Implemented in IPP, modified, many additional options added, triggers added by Jonathan Dale Header: Traps! Characters will generally have a chance to resist/save to evade the trap or survive its effects. Apply the appropriate rules of your game. The description of the room should give clues, especially if the characters are searching for traps. Table: Traps [|One person falls|two people fall|the entire party falls] {1d10*10} feet, taking damage as appropriate, due to a [|floor which can't support one person's weight.|hidden trapdoor. [@Triggers]|magically disappearing section of floor. [@Triggers]] [@GasCloud] [@Triggers] [|Daggers|Spikes|Arrows|Poison darts] shoot out from a hidden mechanism in the wall. [@Triggers] A beam of arcane energy [|sweeps across the room at a height of {1d3+1} feet|shoots from the middle of one wall to the middle of another wall|sweeps through the room targeting everyone present|targets one character per round|zaps anyone touching a particular object]. Anyone struck by the beam (who fails to dodge) is teleported [@Teleportation] [@Triggers] Anyone who fails to dodge is sprayed with a [|jet of liquid|cloud of mist], which makes them more likely to be smelled by predators. [@Triggers] An alarm sounds, and will call many hostile creatures within the next {2d6} minutes. [||In addition, a net drops, trapping anyone who fails to get out of the way.] [@Triggers] A door slides open, revealing a hidden alcove containing an unliving guardian. [@Triggers] Rocks fall [|behind|ahead of] the heroes. It will take {3d6} [|hours|minutes] to clear the obstacle, divided by the number of people working. [|The rocks are unstable and any vibration will cause their collapse.|[@Triggers]] An anti-magic field may cause magic items to temporarily or permanently lose their properties. Magic creatures, and living magic items, will suffer damage or be destroyed, but will also be likely to sense the field from far away. [@Triggers] Smoke [|rises from the floor|pours through openings in the walls|pours down through openings in the ceiling], obscuring the heroes' vision. [||[@GasCloud]] [@Triggers] The walls and floor turn to slippery ice and the temperature drops. Characters with poor balance are likely to fall, and may be unable to get up or move. They may also suffer damage from the severe cold. Many of the dungeon's inhabitants may return to their lairs until the effect passes. It lasts {20*1d6} minutes. [@Triggers] 4:A pit opens up. [@Pit] [@Triggers] The doors seal and the room begins to flood with water. It will reach the ceiling and then drain after {4d6} minutes. [@Triggers] With a rumble, the doors close and the walls begin to move in. Everything in the room will be crushed within {1d6} minutes. [@Triggers] The doors seal and the room begins to fill with a shallow layer of a highly flammable liquid. After {2d6} rounds, it will ignite. [@Triggers] The walls begin to glow and within {1d6} rounds the room is so bright anyone with unprotected eyes will be blinded. [@Triggers] The walls grow warm and then begin to glow red and then white hot. Within {1d6+2} rounds anyone in direct contact with walls, floor, or ceiling of the room will suffer severe burns. Those insulated (e.g. by standing on furniture) may be protected. [@Triggers] Magical darkness fills the room. [@Triggers] An arc of lightning bursts into existence, from the middle of one wall to the middle of the opposite wall. There is a smell of ozone and anything flammable near the lightning will ignite. The arc continues, serving as a sort of lightning wall, for {1d10*10} minutes. [@Triggers] A [|panel|trapdoor|vent] opens in the [|wall|ceiling] releasing thousands of [|scorpions|snakes (why did it have to be snakes?)|bees|biting ants]. [@Triggers] Thick, hot syrupy wax pours into the room from several directions. After it fills the room to a height of {2d6-1} feet, it will cool and harden. [@Triggers] Thin molten wax pours into the room from several points. It is highly flammable and will be ignited by any contact with flame. After {2d6} [|rounds|minutes] it will be ignited by the trap. [@Triggers] The entire room falls {1d10*10} feet down a shaft like a broken elevator. The characters take appropriate falling damage. [@Triggers] The entire circular room begins to spin. The characters will be thrown hard against the outside wall if they are not already adjacent to it, and then will suffer extreme dizziness and nausea when it stops in {1d6} [|rounds|minutes]. [@Triggers] Thunderous noise leaves the party stunned and deafened. [@Triggers] Table: Triggers The trap is triggered only by magical light. The trap is triggered by any light brighter than a single candle. The trap is triggered by a pressure plate. Any movement beyond a certain point will be detected and trigger the trap. The trap will only be activated if a particular chest, door, etc is opened. A tripwire will activate the trap. The trap will only activate if a person taller than 5' walks beyond a certain point. Magical glyphs will activate the trap if any living being comes within 10' of them. The warmth of the characters' bodies set off the trap. Any noise louder than a whisper will set off the trap. The vibrations caused by normal footsteps will set off the trap. The trap will trigger if the characters fail to perform a required action (e.g. make an offering to an idol, bow to an image of a noble or deity, etc) in a timely fashion. Table: Pit The 'pit' is actually the mouth of a hungry creature. The pit is empty. However the inhabitants of the dungeon check it regularly, and are likely to kill anyone they find. The pit is apparently bottomless. The victim will fall until they die of hunger or thirst unless they find some way to escape. The victim lands in Hell (or at least in an area whose occupants believe themselves to be in Hell). The victim lands in the next lower level of the dungeon. The pit is filled with water. The pit is filled with water, with [|a shark|a giant octopus|a school of pirahnas|ghouls completely concealed by the water]. The bottom of the pit is covered in [||poisoned] spikes. There is a prisoner kept at the bottom of the pit, [@PrisonerOfEvil] [|||||The prisoner is dead.|The prisoner is dead, but written notes on their person or in the pit indicate who they were.|The prisoner is actually working for the rulers of this place; it's all an act.|They will lie about the reasons they are here.] The pit is filled with [|spiders|snakes|scorpions]. Table: PrisonerOfEvil [|a merchant|a noble|a priest or shaman] who was taken for ransom. [|an assassin|a necromancer] who came here to study their craft but fell afoul of the inhabitants. a sick and weakened warrior, the only survivor of an assault on the place. a thief who sought to make their reputation by stealing from this well-known den of evil. a berserker, of the same people as the owners of the prison. They are kept captive and only let out for battle, and beg the players to help them escape. a farmer, captured in a raid and worked half to death as a slave. a group of peasants, captured in raids and worked half to death as slaves. one in their dotage, who has been kept captive so long they can't remember who they were or how they were captured. an illusionist, who has stayed alive by using their art to entertain their captors using [|genuine magic|tricks, like 'magicians' in the real world|a combination of magic and non-magical stagecraft]. a priest of a benign deity. Their captors have already ritually prepared them for sacrifice. a good member of the evil community, who naturally rebelled against their rulers. Table: Teleportation back to the dungeon entrance. to a cell somewhere in the dungeon, where they will find themselves in chains. to the bottom of a high pit somewhere in the dungeon. to an inter-dimensional arena, where they will be confronted with a victim of a similar trap, and will have to fight to the death unless they can make peace with them. The arena will have {1d3+1} exits which may teleport to other areas. to the rooms of the main villain of the dungeon, where they will find themselves in chains. to a safe place on the surface, but far away from the dungeon. to the very lowest level of the dungeon. to the next lowest level of the dungeon. to a randomly selected lower level of the dungeon. Table: GasCloud Poison gas will damage or kill anyone breathing it. Rusting cloud will damage metal armor and weapons. A stinging cloud will blind anyone who does not resist for {1d6} minutes. A soporific cloud will put anyone not resisting to sleep for {2d6} minutes. A rage-inducing cloud will put anyone not resisting into a beserk state for {1d6} minutes. A fear-inducing cloud will cause hysterical terror in anyone not resisting. A mind-numbing cloud will severely reduce the intelligence of anyone not resisting, for 24 hours. A disease-inducing cloud will severely reduce the constitution of anyone not resisting, for 24 hours. A mind-numbing cloud will severely reduce the intelligence and coordination of anyone not resisting, for 24 hours. Highly flammable gas will explode if any sources of flame are present (e.g. torches, lanterns).