Rulebook · Chapter 7 of 17
7.0 Traps and Disarming Them
General Rule
If the party enters some room for the first time (only), one of its members must check whether a trap has been hidden in the door. Chests containing treasure must be checked the same way. A trap may be disarmed by a character with the appropriate ability ("traps"). If the attempt to disarm it fails, or is not attempted, roll 1K6 and check table 7.1 "Traps" for the kind of trap set in that door or chest.
Procedure
The player controlling the character delegated to examine the trap rolls 1K6 and compares the number rolled against the character's ability level. If the number rolled is lower than or equal to the ability level, the trap has been successfully disarmed; if higher, the trap goes off.
Note! Characters without the relevant ability fall into traps automatically.
If the trap goes off, the player whose character was delegated to examine it (or whose character was to be the first through the door) rolls 1K6, finds the trap type in table 7.1, then looks up the effect of that trap below (in this rulebook).
Detailed Rules
[7.1] Table "Traps": see the table board.
[7.2] The party may run into 6 kinds of traps:
- Arrows: a hidden mechanism fires arrows. Roll 1K6 and read from table 9.9 "Combat Result" (the "bow" column) whether the character was hit, and how many wounds were inflicted.
- Poisoned arrows: the same procedure as normal arrows, except a hit character also suffers 1K3 wounds from poison.
- Poison gas: a character caught by this trap suffers 1K3 wounds.
- Explosion: every character in the party (including any monster under a Charm effect) suffers 1 wound.
- Boiling oil: a character caught by this trap suffers 1K3 wounds.
- Roll twice: the door (chest) contains two traps, so roll twice to determine their kind. If a 6 comes up again, roll twice again (for a total of three traps). In theory, the number of traps can be infinite this way.
[7.3] A character's "traps" ability level cannot exceed level 5.