d36 | Trap Effects |
---|---|
1 |
Acid pool |
2 |
Adhesive |
3 |
Alarm |
4 |
Armor melts |
5 |
Bear trap |
6 |
Blinding spray |
7 |
Blunt pendulum |
8 |
Boiling tar |
9 |
Collapsing floor |
10 |
Crocodile pit |
11 |
Crushing walls |
12 |
Deeppit |
13 |
Falling cage |
14 |
Falling ceiling |
15 |
Fills with sand |
16 |
Flooding |
17 |
Giant magnet |
18 |
Hard vacuum |
19 |
Lava flow |
20 |
Lightning |
21 |
Living statues |
22 |
Missile fire |
23 |
Monster freed: Roll on "Monsters" |
24 |
Nettrap |
25 |
Pendulum blade |
26 |
Poison gas |
27 |
Poison needle |
28 |
Quicksand |
29 |
Rage gas |
30 |
Rolling boulder |
31 |
Room freezes |
32 |
Room on fire |
33 |
Sleeping gas |
34 |
Spiked pit |
35 |
Tombs open |
36 |
Wall spikes |
Trap Effects (d36)
A good trap should either already be active or should have a fairly obvious trigger. The challenge should come from avoiding the trap’s effects, avoiding the trigger, or finding a way to deactivate it.
Citation
Maze Rats by Ben Milton, CC BY 4.0