DEEPWAY TRAPS
The dungeon is full of traps. Many of them are permantly placed, but some are set at random by those populating specific areas. If a random trap is indicated by an encounter, consult this table for the type set. If a specific surface is not present, skip the Surface Table roll.
SURFACE TABLE (Roll 1d6)
1) Celing 2-3) Left or Right Wall 4-5) Floor
CEILING TRAPS
Colapsing ceiling.
1d3 - Tripped by: 1)Pressure Plate 2) Trip Wire 3) Vibrations 1d6 Area affected 1) 10sq’ 2) 20sq’ 3) 20sq’...
To determine where trip goes off roll ½ length of area affected IE:
roll 1d15 for length of trip down a 30’x10’ tunnel.
WALL TRAPS
Man Trap - This is a spring loaded arm that swings out of a hidden recess in the wall. Dex roll avoids damage. Must be rolled by 1st and 2nd in line. Does 1d8+1 dammage.
FLOOR TRAPS
Caltrops - These are usually conceled by debris or sand. To move randomly through this trap:
For each 10’ liner area, roll 1d4. Ref makes dex roll the number of time indicated. A failed dex roll indicates the player has stepped on the caltrop. They do 1d3 points of damage.