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.