TRAPS
Traps and hazards can be found in either corridors or rooms throughout the dungeon.
Trap / Hazard D10Can be detected and avoided on d6 roll of a 6. +1 to the detection roll for a thief or dwarf if T or D is listed. Decide sensibly who should make detection roll based on the trap decription and its location.Some require DEX or other saves ( adv or disadvantaged). To make a DEX save roll 1d20 and get equal or under your DEX score. A DEX save at disadvantage means you roll 2d20 and BOTH need to equal or be less than your DEX to succeed.
Roll d20:
01 Mantrap. - A thin floor slab hides a shallow hole with a mantrap inside ( T, D +1 ) Hits as 3HD monster. 1d6 damage
02 Acid Shower - 50% chance to hit each PC. DEX save to remove clothes and armour quickly or take 1 damage. Armour must be cleaned for a turn. AC of all those hit is reduced by 1 until their armour is replaced.
03 Crossbow bolt trap - a concealed crossbow is set off by tripwire or booby trapped item. (T +1 ) Hits as 3HD monster. 1d6 damage to lead PC unless they are a dwarf or halfling then it goes over to someone taller behind.
04 Ceiling slab falls - a medium sized square stone slab is loosened and rigged to floor plate. Each PC passing over triggers it on d6 roll of 1, 1-2 or 1-3 depending on size and weight. DEX save or d8 damage. ( D +1)
05 Sprung spikes. - One PC at random stung by concealed spike trap. ( T +1 ) D4 damage
06 Open pit. - 5 foot open pit. 20ft deep. In narrow corridor, after stairs or after door this pit must be jumped across. Otherwise PCs can step around it. Jump is a DEX save - disadvantage for dwarves and halflings or those in platemail or heavily encumbered.
07 Green Slime drop. A concealed slime falls 50% chance per PC starting with the lead. Green slime
08 Delayed gate drop A portcullis is concealed in ceiling - it falls after PCs pass blocking rear - self locking cannot be lifted. May trap PCs in a dungeon dead end. ( T, D +1 )
09 Steep rubbly slope leads down to next level or up to higher level ( 50/50) Steep scramble is dangerous - one can go up with rope make DEX save or d6 dam. If going down all make DEX save or fall and take d4.
10 Poison Gas! All save vs breath attacks or die
11 Cave in! Rocks fall on all those who fail DEX save. 2d8 crushing damage. Corridor will be blocked 50% blocked behind or forwards.
12 Spiked pit. Lead PCs may detect. Otherwise lead falls in 20 feet onto spikes 3d6 damage. ( T, D +1 )
13 Firebomb floor trap. Each PC passing over it has a 1 in 3 chance of triggering it. 3d8 fire damage. plus 1d6 to all those next to them. ( T, D +1 )
14 Scythe blades come from walls - attack first two PCs as a 5HD monster . d10+ level Damage. ( T, D +1 )
15 Poison dart. attacks first PC as a 5HD monster. d4 damage plus save vs poison needed.
16 Acid spray from ceiling. d6/ d18 / d10 damage to all. Those with shields can make DEX save to halve damage taken. ( T, D +1 )
17 Spears trap - chance to detect and retreat. Otherwise each pc 50% chance to be hit. 3d6 damage. ( T, D +1 )
18 Portcullis falls in doorway or passage. Lead two PCs need DEX save to avoid 3d6 damage. Blocks the way forward. ( T, D +1 ) Can only be opened again with magic or a found key.
19 Alarm Bell (1-2nd level party)- Tripwire or pressure plate rings concealed bell ( T, D +1 ) 50% chance to attract Encounter or for 3+ level party - Mimic Floor bites legs off one random PC passing over. 3d6 damage. ( DEX save disadvantage to avoid)
20 Huge stone slab falls onto lead PC killing instantly unless DEX save at disadvantage is made. ( T, D +1 )
After resolving the trap you may need to go back to the Passages or Room menu

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