d12 | Result |
---|---|
1 |
Fireplace. This blows soot all over anyone who tries to search it |
2 |
Oil Spray. This covers the floor and characters must save vs. Paralysis or slip and fall down |
3 |
Glowing Gem. This shrieks when touched, causing a wandering monster check and shattering all flasks and vials that do not save vs. Spells |
4 |
Weak Floor. Collapses when stepped on, causing Roll d4 points damage and dropping the character 10' |
5 |
Statue. Causes fear when touched unless a save vs. Spells is made (character runs away for 2 game turns) |
6 |
Flypaper Rug. Anyone touching it is stuck unless doused with wine, oil, etc. |
7 |
Magic Gong. Sounds when approached—one turn later, the party will encounter Roll d4+1 Hobgoblins (AC 5, HD 1+1, hp 8, 6, 6, 4, 2, #AT 1, D 1-8 or weapon, MV 90’ (30’), Save F1, ML 8, AL C) |
8 |
Shrink Gas. Those caught in gas must save vs. Poison or shrink to 6” tall (effects last one hour) |
9 |
Flash Trap. Characters looking at this must save vs. Spells or be blinded Roll 2d6 turns |
10 |
Pit Trap. Anyone falling in takes Roll d4 points damage and must roll 1d6 for each vial or flask (1, 2 means the vial breaks) |
11 |
Gas Vent. Room closes and party has Roll d4+1 rounds to locate and block the vent or go to sleep for Roll 2d6 turns |
12 |
Iron door or portcullis slams shut behind party. (They must find a hidden lever to open it) |
B3 Traps (d12)
Traps from B3: Palace of the Silver Princess.
Citation
Jean Wells