TRAPS

Bear Traps: A saving throw versus paralyzation must be rolled when passing near the bear trap. If save is failed this implies that the victim has stepped upon the trap and takes 2D6 pts. of damage and an additional D2 pts each rd after due to struggling.

Cross Bow Doors: Usually rigged where a door opens outward. A rope is attached to the door knob and when opened it sends a crossbow bolt (DM may opt to put a coat of poison on it!) flying towards whomever opened the door. If a saving throw vs. paralyzation is failed the victim is struck for 1d4+1 damage. If it misses an others are behind the first victim then they must save. If a successful save is made it simply implies that the arrow missed.

Falling Ceilings: This is simply a slab or rock that drops from the cieling when one passes under or when a door is opened. They usually contain levers that must be pressed inward. Once set off a saving throw vs. paralyzation is made with a -2 penalty. If one fails to save the ceiling crushes the victim dead automatically. These make good illusions. If a victim believes the illusion he dies. If the victim disbelieves they may save for the illusion. If the result fails the victim is only stuck unconscious (not dead as if he had not disbelieved.)

Flaming Doors This neat little trap is created with a match and some sort of flamable fluid. Pooring the flamable fluid under the crack of the door then attach the match to the bottom of the door. When the door is open the match will hopefully ignite and if this happens so will the flamable fluid. This should catch the victim in on fire causing 2D10+2 damage. Victims may save versus breath weapon for half damage.

Pits: A pit causes 1D10 pts. of damage per ten feet that the victim falls. If a successful saving throw vs. paralyzation is made it simply implies that the victim caught himself on the edge and a successful strength check must be made to climb out or fall. (I like to put poisonous snakes in my pits!)

Rolling Rock: PCs may notice raised notches on the floor of a very long hallway. This trap is usually set off upon by stepping on a loose floor brick (save vs. paralyzation). Once sprung a large rock begins rolling down the hallway. PCs should roll an inititive with the rock and those who fail take 1D12 points of damage per 2ft diameter of the speeding rock. Small humanoids must double their inititive roll then add modifiers due to their lack of speed. (Sorry halflings.....)

Snares: These resemble ropes tied to trees to form a roping action around a victim and hoisting them into the air. A successful save vs. paralyzation means the snare is avoided. If the victim fails he is pulled into the air usually by his ankles. The victim must be cut down (or cut himself down with a -2 penalty to his thaco due to the awkward position.) Victims usually fall taking 1D10 pts. of damage per 10 feet.

Trip Wires: A tiny thread positioned lowly to the ground between to objects. This trap is usually sprung when a victim walks through the wire. A successful saving throw vs. paralyzation mean the victim steps over the trap unaware of its existence. Many times the trap shoots darts from both sides 6 in all causing 3D6 damage in all if the save is unsuccessful. (This trap has many variations be creative with it.)

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