Friday, August 24, 2018

DunjonCorp Traps

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

  1. AL x 10' Deep Pit 1d6 damage
  2. AL x 10' Deep Pit with Spikes 1d8 damage
  3. Cesspit - DC 15 Reflex or fall in, DC 15 Fort or catch random disease
  4. AL x 20' Deep Pit 2d6 damage per 10'
  5. AL x 20' Deep Pit with Spikes 2d8 damage per 10'
  6. Slowing Gas - slow for 4 turns, DC {Dice~1d10+12} Fort save
  7. Blinding Gas - blind for 4 turns, DC {Dice~1d10+12} Fort save
  8. Poison Gas - DC {Dice~1d10+12} Fort save or {Calc~%Level%*5} damage
  9. Hail Of Needles - 10 attacks per PC as fighter of Level %Level% doing 1 damage
  10. Falling Stones - d6 damage per PC
  11. Fusilade Of Darts - 4 attacks per PC as fighter of Level %Level% causing 1d3 damage
  12. Burning Oil Shower - d6 damage plus 1 per round for Level %Level% rounds
  13. Mummy Rot Powder - DC {Dice~1d10+12} Fort save or cursed as per mummy
  14. Acid Rain - %Level%d4 damage plus damage to items
  15. Javelin - d10 damage plus %Level%d4
  16. Contact Poison - DC {Dice~1d10+12} Fort save or die
  17. Shocking Grasp - DC {Dice~1d10+12} Reflex save vs {Calc~%Level%+8}
  18. Cold Glyph - DC {Dice~1d10+12} Fort save or {Calc~%Level%*2}
  19. Negative Energy Glyph - Save or lose 1 energy level
  20. Phantasmal killer - DC {Dice~1d10+12} Will save or Die, passed = random insanity
  21. Lightning bolt - DC {Dice~1d10+12} Reflex save or {Dice~5d6} damage, passed = half
  22. Monomolecular scythe - attack everyone as Level %Level% Fighter for d20 damage, crits decapitate as Vorpal Sword
  23. Disintegration Beams - DC {Dice~2d10+5} Reflex Save or {Calc~%Level%*10} damage
  24. Radiation Field Projector - DC {Dice~1d10+12} Fort save or random major corruption
  25. Tachyon Bolt - DC {Dice~1d10+12} Reflex save or age d100 years
  26. Undeath Glyph - Awaken all undead, turn nearby recent dead into zombies
  27. Rust Glyph - DC {Dice~1d10+12} Will save or lose all non-magic metallic items
  28. Sonic Glyph - DC {Dice~1d10+12} Fort save or deafness for 4 turns
  29. Mud Glyph - DC {Dice~1d10+12} Reflex save or mired in room for 4 turns
  30. Arrrow trap - unluckiest PC gets Attack with d20+5 1d10 damage
  31. Arrow trap, poisoned unluckiest PC gets Attack with d20+5 1d10 damage and random poison DC 15
  32. Ball trap - all PCs in marching order DC 15 Reflex save
  33. Caltrops - DC 14 Reflex save or 1d6 damage
  34. Caltrops, poisoned - DC 14 Reflex save or 1d6 damage and poison or disease
  35. Ceiling block falls - 1d3 unluckiest get a DC 14 Reflex save or 2d12 damage
  36. Ceiling collapses - everybody DC 14 Reflex save or death - all stunned
  37. Ceiling lowers - find the mechanism with DC 17 Intelligence check in 4 rounds or all die!
  38. Chute - into an oubliette or down 1d3 levels on whole party
  39. Door, falling - one door has a pit trap behind - roll under Agility to avoid falling
  40. Door, one way - will not open from other side
  41. Door, resisting - needs a DC 17 Strength check to open
  42. Door, specific - only opens with specific command or item
  43. Door, spring - door flies open and DC 15 Reflex save or 1d12 damage
  44. Floor, collapsing - suddenly, the whole party makes DC 15 to avoid falling into the depths
  45. Floor, illusionary - make a DC 13 Will save to disbelieve
  46. Gas, blinding - DC {Dice~1d10+12} Fort save or -4 to all attacks
  47. Gas, corroding - all items have a 1-5 on Action dice usage to fall apart
  48. Gas, panic - everyone moves at +4 in the Initiative order for {Dice~1d4} turns but all actions are at -1d
  49. Gas, nausea - DC {Dice~1d10+12} Fort save or roll -2d for initiative and -1d for Actions for {Dice~1d4} turns
  50. Gas, obscuring - vision impaired while random monsters arrive, party loses surprise
  51. Gas, poison - DC {Dice~1d10+12} Fort save or take 1d6 Stamina damage
  52. Vacuum chamber - within {Dice~1d4+2} turns, the breathable air from this area and nearby {Dice~1d4} rooms is evacuated


Feature

  1. 3,Half-flooded with waist-high water. Next {Dice~1d4+1} rooms are also flooded
  2. 3,Refuse & Putrid Smell
  3. 3,Pixel mosaics, animated
  4. 3,Voxel sculptures, lewd [Special]
  5. 3,Statue from an ancient civilization: [Special]
  6. 5,Broken scientific equipment
  7. Magic Circle: [Special]
  8. 3,Common Fungi blossom all around
  9. 3,Slime Patches - 1 in 10 is monstrous and dormant
  10. 3,{Dice~1d12} Shipping Containers containing {Dice~2d500} [NMS_Junk.Start]
  11. Cryostasis tombs - {Dice~1d4} slabs: {Bold~[Monster]}
  12. 3,{Dice~1d4} Mummified corpses: disturbing them causes [Special]
  13. 5,Slithering sound
  14. 2,Fire pit - 10 percent chance still lit down there
  15. 2,Broken and decaying furniture - space station style
  16. 2,{Dice~1d4} Thrones - disturbing summons {Bold~[Monster]}
  17. Altar - [Special]
  18. 5,Mechanical grinding sound
  19. 5,Mechanical thumping sound
  20. 5,Alarm screeching causes {Bold~[Monster]} to arrive in next turn
  21. 2,Weapon racks - {Dice~1d4} ancient mono-scimitars, void grenades, or blasters
  22. 2,Hyperbraziers and charcoal - inhaling fumes causes [Special]
  23. 2,Ancient battlefield with {Dice~2d20} skeletons and their wargear
  24. 5,Obscene hand-painted frescoes - viewing too long causes [Special]
  25. 2,Mouldering Tapestries, worth {Dice~2d500} gp but weigh 1000gp
  26. Large demon idol from an ancient civilization - worshipping causes [Special]
  27. 2,Gene resequencer - change to random race if interacted with
  28. 2,Clone Vat - interacting character sacrifices {Dice~1d12} HP and gets faithful/insane/flawed clone
  29. 2,Corpse renderer - breaks corpses down into 1d10 potions
  30. 2,Trash incinerator - receive 5 gold/AL in antique coins for worhtless items
  31. 2,Sauroid pen - either dusty bones or {Bold~{Dice~2d4} Large Dinosaurs} in stasis
  32. 2,Pillars of Scrutiny: if diverge from Alignment, then judged and causes [Trap]
  33. Altar to Business/Commerce/Mammon - leaving money causes [Special]
  34. Archway - stepping through transports to Astral/Ethereal/Dreamlands
  35. Illusionary Ceiling - view the sky outside
  36. Ancient Container - contains small hoard of [Treasure] plus [NMS_Junk.Start]
  37. Interactive Map Dome - some far away region or land
  38. Fire - blazing fire in center of room
  39. Fireplace - active/inactive
  40. Force Field - constrains [NMS_RoTUWM.Hard]
  41. Fountain - [Special]
  42. Illusion - [Special]
  43. Infernal Machine - [Special]
  44. Magically confined monster - [NMS_RoTUWM.Extreme]
  45. Pedestal - [Special]
  46. Pit - bottomless, or else the bottom goes to another realm
  47. Pool - mysterious waters cause [Special]
  48. Stairway to extra-/para-dimensional section of dungeon
  49. Tangleweb vines - DC 14 Reflex save or held fast (whole party)
  50. Well - make a wish or climb down to [Pocket]
  51. Divinity terminal gives access to previously unknown minor godthing
  52. Matter transmittal pad, moves within dungeon or far far away.
  53. Warpgate to alternate dimension or plane
  54. Soul Gem - every round a beam attacks random party member, DC {Dice~1d12+6} Will save negates, else soul sucked into Gem
  55. Planetarium projector - if disturbed then laser attacks at d24 on each party member for 1d10 damage
  56. Bottled City access
  57. Shimmering Warpgate to [Pocket]

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