DoBS - Traps [Indoor Locations] (d10)

Citation

Disciples of Bone and Shadow - Conquered Sun Edition

d10 Trap -

1

Poison Darts.
Characters must pass a CON Test or gain the Poisoned condition (see page 45).

2

Trapdoor.
Characters must successfully pass a DEX Test or lose Roll 1d10 HP. If the whole party falls inside, they will need a rope to escape the pit, or they will die of starvation inside of it

3

Sand Trap.
A wall closes behind the characters as soon as they enter this room, and sand begins falling in from the ceiling. The party has a combined 10 attempts at deactivating this trap with the Disarm Traps skill or by successfully passing a DEX (-6) Test, or they all die.

4

Collapsing Ceiling.
The ceiling above the party collapses on top of them. Characters must each successfully pass a DEX Test or lose Roll 1d20 HP.

5

Noxious Gas.
A wall closes behind the party, and toxic gas is released in the room. Characters immediately lose 2 HP, and they lose another 1 HP each time they fail to disable the trap using the Disarm Traps skill or a DEX (-6) Skill Test until a successful attempt is made, disabling the trap.

6

Spears.
Sharp spears slide from the walls, stabbing at any character who fails to pass a DEX Test. They are targeted by Roll 1d6 attacks that deal 2 damage each.

7

Vermin Pit.
A pit opens underneath the characters, teeming with vermin. The characters must succeed on a DEX Test or lose Roll 1d10 HP, after which they will face the vermin inside. Roll on the Vermin Table. Luckily, once the vermin are dealt with, it's not too difficult to climb back up.

8

Bear Trap.
A random character steps on a hidden bear trap. Roll a DEX Test to avoid getting caught in it. A trapped character must succeed on a STR Test to free themselves, or else they will suffer Roll 1d10 damage and are unable to move. One attempt per character is allowed. If the trapped character manages to be released, they will have their Dodge Skill halved until all damage caused by the trap has been healed.

9

Net Trap.
A net falls from the ceiling, pulling the characters into the air unless they pass a DEX Test. If they are trapped, they must roll a successful DEX (-5) Test to cut down the net. After each failed release attempt, roll a D10. On a 1 or 2 a wandering enemy hears the commotion, and attacks. The characters will be automatically hit (no Parrying allowed) by the enemy until they can free themselves.

10

Fire Trap.
Huge flames roar from the walls the moment the characters step into this room. Roll a DEX Test to avoid the flames or lose Roll 1d10 HP and gain the Burning condition. You fight with a -20 to your attack skills until the wounds caused by the fire are healed.