Mausritter SRD · 2.3.1
Traps
Adventure site toolbox > Randomly stocking rooms > Traps
Traps should be obvious and deadly. A good trap has a clear danger and multiple, non-obvious solutions. Consider the purpose the trap was built for, and how it is navigated by other creatures in the site. If the players use a risky method to bypass the trap, call for a Save or Luck roll.
| d8 | Trap |
|---|---|
| 1 | Large stone door, chiseled loose from frame. Device behind the door tips it forward when handle is turned. |
| 2 | Long hallway flooded with water, electrified by large battery in an alcove. |
| 3 | Dark room filled with noxious, explosive gas. Distinct smell of rotten eggs. d20 damage if ignited. |
| 4 | Thin thread stretched across deadly fall. Safe if traveling slowly, one at a time. |
| 5 | Pit blocking the way. A snake is asleep at the bottom. |
| 6 | Door with three handles in the shape of mushrooms, one safe, the others poison. Poison handles deal d12 magical damage. |
| 7 | Circle of enchanted mushrooms, with a young mouse inside. Those within try desperately to get others to enter. |
| 8 | Floor is covered in sticky glue. Requires a STR save to break a foot loose. |