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

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