I have replaced the Room Contents result number 9 with "Roll for a
random trap.", because traps are an interesting obstacle while empty
rooms are boring.
First though, here is a generalized table of Saves, more or less derived from the non-specific rolls against danger present throughout the base rules of Four Against Darkness. A character's Saves depend on their class and Level, plus any bonuses from magic items. As with all risky rolls, a roll of ⚀ is always a failure.
d6 | Save | Bonuses |
---|---|---|
1 | Breath | All +L/2 |
2 | Fear | Barbarian +L, Warrior +L/2 |
3 | Gaze | Rogue +L/2; immune while blind |
4 | Hazard | Rogue +L, Halfling and Elf +1; armour light -1, heavy -2 |
5 | Magic | Wizard +L, Elf +1, Barbarian -1 |
6 | Poison | Halfling and Dwarf +L, Barbarian +L/2 |
A Cleric uses +L bonus for all Saves involving the undead; though frankly I may do away with Clerics, because I just don't like them.
From here. |
Mark any traps on your map. They remain in the room and must be rolled against every time the party passes through there. A Rogue in the first row can attempt to disarm a trap before it hits anyone.
Obvious traps are, well, obvious and seen from afar. The party can choose to turn back rather than enter the room with an obvious trap, but if they want to cross the room, they have to bear the trap's effects.
If you encountered a treasure guarded by a trap (Room Contents #3), use the Obvious Traps table. Otherwise, roll d3 to see which table to use.
d6 | Obvious Traps |
---|---|
1 | Spiked pit: All characters trying to cross the pit have to make a level 4 hazard Save or fall in, taking 1 damage. Anyone who falls in must also make a level 4 poison Save or get Poisoned from the spikes. |
2 | Mimic. Does the chest... salivate? Level 4 aberration, 4 Life, 2 attacks, 2 treasure rolls. It's so bad at its job that the party can choose to ignore it. Reaction: Always fight to death. |
3 | Barricade: The path forward is blocked. If you want to go through, make a level 5 Brute check or use a Fireball to destroy it. |
4 | Magic field*: The whole party must make a level 3 magic Save or take 1 damage. The field is visible as an odd shimmering of the air. |
5 | Acid vent: A random character must make a level 3 hazard Save or have a random item from their inventory destroyed. |
6 | Dragon statue: The whole party must make a level 5 breath Save or take d3 damage. |
d6 | Hidden Traps I |
---|---|
1 | Arrow trap: A random character must make a level 5 Defence roll or take 1 damage. |
2 | Poison dart: A random character must make a level 4 poison Save or get Poisoned. |
3 | Trapdoor: The character at position 1 must make a level 4 hazard Save or fall through the trapdoor, losing 2 LP. In addition, it will take another character to help the victim out of the trapdoor. If someone falls in a trapdoor and they are alone, they eventually die unless they can teleport out. |
4 | Agony rune*: A random character must make a level 2 magic Save or lose half their current Life (round remaining LP down). |
5 | Haunt*: A random character must make a level 4 fear Save or fall unconscious. An unconscious character comes round when they receive healing, or when taken out of the dungeon. |
6 | Giant serrated blade: A random character in the first row must make a level 5 Defence roll or take 2 damage. |
d6 | Hidden Traps II |
---|---|
1 | Spear trap: Two random characters must make a level 3 hazard Save or take 1 damage. |
2 | Poison gas: The whole party must make a level 3 poison Save or get Poisoned. |
3 | Bear trap: A random character must make a level 4 hazard Save or take 1 damage. Until that damage is healed, they have an injured leg and take -1 to Attack, Defence and hazard Save. |
4 | Crossroads rune*: The whole party is randomly teleported. Roll a die over your map, the party reappears where it ends up. This might place them into a newly generated room. |
5 | Alarm: The light-bearer makes a level 3 hazard Save or sets off the alarm, forcing an encounter with wandering monsters. The monsters arrive aware of the party and roll their Reaction. |
6 | Giant falling stone block: A random character in the second row must make a level 5 hazard Save or take 2 damage. |
*) Magic trap. Cannot be disarmed by a Rogue, but can be dispelled by a Wizard in the first row.
I like the notation ½Lvl . Just an idea
ReplyDeleteYeah, that looks better. Thanks!
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