Jumping aboard a bandwagon I think but I had this in the pot cooking before the current fashion. This is my table smith table sections for traps and features. Ought to be pretty self-explanatory except for some of the code. Started ought as strictly Moldvay Basic style, then added some from Kabuki Kaiser's RoTU and the 1e DMG
The intent is to keep them on their toes and give them lots of stuff to play with. It's DCC oriented at the moment with some 3.5 influence also
Peace be upon you
TRAPS
- AL x 10' Deep Pit 1d6 damage
- AL x 10' Deep Pit with Spikes 1d8 damage
- Cesspit - DC 15 Reflex or fall in, DC 15 Fort or catch random disease
- AL x 20' Deep Pit 2d6 damage per 10'
- AL x 20' Deep Pit with Spikes 2d8 damage per 10'
- Slowing Gas - slow for 4 turns, DC {Dice~1d10+12} Fort save
- Blinding Gas - blind for 4 turns, DC {Dice~1d10+12} Fort save
- Poison Gas - DC {Dice~1d10+12} Fort save or {Calc~%Level%*5} damage
- Hail Of Needles - 10 attacks per PC as fighter of Level %Level% doing 1 damage
- Falling Stones - d6 damage per PC
- Fusilade Of Darts - 4 attacks per PC as fighter of Level %Level% causing 1d3 damage
- Burning Oil Shower - d6 damage plus 1 per round for Level %Level% rounds
- Mummy Rot Powder - DC {Dice~1d10+12} Fort save or cursed as per mummy
- Acid Rain - %Level%d4 damage plus damage to items
- Javelin - d10 damage plus %Level%d4
- Contact Poison - DC {Dice~1d10+12} Fort save or die
- Shocking Grasp - DC {Dice~1d10+12} Reflex save vs {Calc~%Level%+8}
- Cold Glyph - DC {Dice~1d10+12} Fort save or {Calc~%Level%*2}
- Negative Energy Glyph - Save or lose 1 energy level
- Phantasmal killer - DC {Dice~1d10+12} Will save or Die, passed = random insanity
- Lightning bolt - DC {Dice~1d10+12} Reflex save or {Dice~5d6} damage, passed = half
- Monomolecular scythe - attack everyone as Level %Level% Fighter for d20 damage, crits decapitate as Vorpal Sword
- Disintegration Beams - DC {Dice~2d10+5} Reflex Save or {Calc~%Level%*10} damage
- Radiation Field Projector - DC {Dice~1d10+12} Fort save or random major corruption
- Tachyon Bolt - DC {Dice~1d10+12} Reflex save or age d100 years
- Undeath Glyph - Awaken all undead, turn nearby recent dead into zombies
- Rust Glyph - DC {Dice~1d10+12} Will save or lose all non-magic metallic items
- Sonic Glyph - DC {Dice~1d10+12} Fort save or deafness for 4 turns
- Mud Glyph - DC {Dice~1d10+12} Reflex save or mired in room for 4 turns
- Arrrow trap - unluckiest PC gets Attack with d20+5 1d10 damage
- Arrow trap, poisoned unluckiest PC gets Attack with d20+5 1d10 damage and random poison DC 15
- Ball trap - all PCs in marching order DC 15 Reflex save
- Caltrops - DC 14 Reflex save or 1d6 damage
- Caltrops, poisoned - DC 14 Reflex save or 1d6 damage and poison or disease
- Ceiling block falls - 1d3 unluckiest get a DC 14 Reflex save or 2d12 damage
- Ceiling collapses - everybody DC 14 Reflex save or death - all stunned
- Ceiling lowers - find the mechanism with DC 17 Intelligence check in 4 rounds or all die!
- Chute - into an oubliette or down 1d3 levels on whole party
- Door, falling - one door has a pit trap behind - roll under Agility to avoid falling
- Door, one way - will not open from other side
- Door, resisting - needs a DC 17 Strength check to open
- Door, specific - only opens with specific command or item
- Door, spring - door flies open and DC 15 Reflex save or 1d12 damage
- Floor, collapsing - suddenly, the whole party makes DC 15 to avoid falling into the depths
- Floor, illusionary - make a DC 13 Will save to disbelieve
- Gas, blinding - DC {Dice~1d10+12} Fort save or -4 to all attacks
- Gas, corroding - all items have a 1-5 on Action dice usage to fall apart
- Gas, panic - everyone moves at +4 in the Initiative order for {Dice~1d4} turns but all actions are at -1d
- Gas, nausea - DC {Dice~1d10+12} Fort save or roll -2d for initiative and -1d for Actions for {Dice~1d4} turns
- Gas, obscuring - vision impaired while random monsters arrive, party loses surprise
- Gas, poison - DC {Dice~1d10+12} Fort save or take 1d6 Stamina damage
- Vacuum chamber - within {Dice~1d4+2} turns, the breathable air from this area and nearby {Dice~1d4} rooms is evacuated
Feature
- 3,Half-flooded with waist-high water. Next {Dice~1d4+1} rooms are also flooded
- 3,Refuse & Putrid Smell
- 3,Pixel mosaics, animated
- 3,Voxel sculptures, lewd [Special]
- 3,Statue from an ancient civilization: [Special]
- 5,Broken scientific equipment
- Magic Circle: [Special]
- 3,Common Fungi blossom all around
- 3,Slime Patches - 1 in 10 is monstrous and dormant
- 3,{Dice~1d12} Shipping Containers containing {Dice~2d500} [NMS_Junk.Start]
- Cryostasis tombs - {Dice~1d4} slabs: {Bold~[Monster]}
- 3,{Dice~1d4} Mummified corpses: disturbing them causes [Special]
- 5,Slithering sound
- 2,Fire pit - 10 percent chance still lit down there
- 2,Broken and decaying furniture - space station style
- 2,{Dice~1d4} Thrones - disturbing summons {Bold~[Monster]}
- Altar - [Special]
- 5,Mechanical grinding sound
- 5,Mechanical thumping sound
- 5,Alarm screeching causes {Bold~[Monster]} to arrive in next turn
- 2,Weapon racks - {Dice~1d4} ancient mono-scimitars, void grenades, or blasters
- 2,Hyperbraziers and charcoal - inhaling fumes causes [Special]
- 2,Ancient battlefield with {Dice~2d20} skeletons and their wargear
- 5,Obscene hand-painted frescoes - viewing too long causes [Special]
- 2,Mouldering Tapestries, worth {Dice~2d500} gp but weigh 1000gp
- Large demon idol from an ancient civilization - worshipping causes [Special]
- 2,Gene resequencer - change to random race if interacted with
- 2,Clone Vat - interacting character sacrifices {Dice~1d12} HP and gets faithful/insane/flawed clone
- 2,Corpse renderer - breaks corpses down into 1d10 potions
- 2,Trash incinerator - receive 5 gold/AL in antique coins for worhtless items
- 2,Sauroid pen - either dusty bones or {Bold~{Dice~2d4} Large Dinosaurs} in stasis
- 2,Pillars of Scrutiny: if diverge from Alignment, then judged and causes [Trap]
- Altar to Business/Commerce/Mammon - leaving money causes [Special]
- Archway - stepping through transports to Astral/Ethereal/Dreamlands
- Illusionary Ceiling - view the sky outside
- Ancient Container - contains small hoard of [Treasure] plus [NMS_Junk.Start]
- Interactive Map Dome - some far away region or land
- Fire - blazing fire in center of room
- Fireplace - active/inactive
- Force Field - constrains [NMS_RoTUWM.Hard]
- Fountain - [Special]
- Illusion - [Special]
- Infernal Machine - [Special]
- Magically confined monster - [NMS_RoTUWM.Extreme]
- Pedestal - [Special]
- Pit - bottomless, or else the bottom goes to another realm
- Pool - mysterious waters cause [Special]
- Stairway to extra-/para-dimensional section of dungeon
- Tangleweb vines - DC 14 Reflex save or held fast (whole party)
- Well - make a wish or climb down to [Pocket]
- Divinity terminal gives access to previously unknown minor godthing
- Matter transmittal pad, moves within dungeon or far far away.
- Warpgate to alternate dimension or plane
- Soul Gem - every round a beam attacks random party member, DC {Dice~1d12+6} Will save negates, else soul sucked into Gem
- Planetarium projector - if disturbed then laser attacks at d24 on each party member for 1d10 damage
- Bottled City access
- Shimmering Warpgate to [Pocket]