Traps and other "Nifties"


This page is designed with the Zargon player in mind, with some new traps and events to make the game more interesting. Feel free to modify to suit your own needs.

1. Spore Puffer Mushroom -- These bulbous mushrooms pop whenever a character steps on them. (Remind me to tell you the joke about the mushroom who goes into the bar...) These "traps" cannot be "disarmed", but can be destroyed by fire. There are three different species:
Poison Puffer
The spores from this puffer do two Body Points of Poison Gas damage to whomever steps on the mushroom, and one Body Point of damage to anyone in a two space raduis.
Noxious Puffer
The spores from this puffer cause whomever steps on the mushroom to get sick and lose 2 Combat Die in both attack and defend. Anyone in a two space radius of the mushroom will lose 1 combat die as well. Spores can only be defended by drinking a pure potion or having a Pure spell cast on the victim. Will never lower a character lower than one. Monsters ARE affected if they are in radius, but as normal, do not set mushrooms off.
Sleep Puffer
The spores from this puffer cause whomever steps on the mushroom, as well as ANY character in a two space radius, to go to sleep. Spores are defended by rolling 1D6 per Body Point. On a roll of 6, spores are defended.

2. Acid Stream -- This trap causes a stream of acid to shoot out of a duct nearby and will *either* cause 2 Body Points of damage, or will destroy any one nonmagical piece of Body Armor.

3. Spring Blade -- This tripwire causes a blade to swing down from the ceiling which will do two Body Points of damage unless the victim can immediately roll a white shield on 1 Combat Die. Once the trap is sprung, it is removed from the board. "Some people call is a spring blade, but I call it a Kaiser blade."

4. Greek Fire Trap -- (this one seems to be popular in other systems.) This trap splashes the victim with a very caustic, very sticky, and very flammable substance which is ignited by a spark in the trap. This substance will do 1D6 Body Points of damage, undefendable unless the victim has some sort of flame resistant armor, etc. (Greek Fire is basically Napalm.)

5. Sleeping Gas Trap -- This trap emits a spray of gas which is invisible to the eye, and is barely noticeable to the nose, but will put the victim, and anyone within a two space radius of the victim, into a deep sleep. Trap is defended by rolling 1D8 per Body Point. On a roll of 8, the character awakens.

6. Magic Mirror -- (this one's really nasty, and depending on the strength of the party, can be done 2 different ways.) While searching the room, the heroes come upon a magic mirror. This mirror creates Dopplegangers of either one member of the party, or all members of the party in the room with the one searching. These Dopplegangers have the exact same specs as the originals, down to healing potions and artifacts. This can create some interesting gaming possibilities... With duplicate artifacts and potions, does everything work correctly? Do the dopplegangers and artifacts remain if mirror is broken?

7. DeadFall -- A deadfall is exactly like a pit trap, except that the pit is filled with spikes. When a hero falls in it, they take 1D8 Body Points of damage.

8. Steel Jaw Trap -- This trap is spring whenever a hero steps onto the square it occupies. It clamps down on the victim's ankle, doing 2 Body Points of damage. The victim remains rooted to the spot until someone opens the trap on a successful feat of Strength. The victim is then reduced to 1 movement die until healed.

9. Flooding Room -- This trap causes the door(s) to the room to slam closed, and the room to start filling with water. It takes three rounds for the room to fill up, at which point, unless the Heroes can breathe underwater (ie the "Water Breathing" Spell scroll) those trapped lose 2 Body Points per turn. The doors can be bashed down on a successful Feat of Strength, but the water continues to flow, filling up the entire dungeon. DM's should have a reverse valve somewhere in the dungeon which will allow the water to flow back out again.

10. Ley Line Intersection -- This room lies on the intersection of two or more natural lines of power. Any spells cast in this room may be cast at half the cost in Manna.

11. Stench of Decay -- This room is filled with rotting corpses and smells horrible. While in this room, all characters except Undead lose 1 Combat Die in both Attack and Defend.

12. Winds of Justice -- This narrow room seems to have a slight breeze flowing through it. Whenever the first hero reaches the midpoint of the room, all the characters killed so far on that board all come out at once to take a last shot at the Heroes. Characters are undead, and have no armor. Tech Specs, such as Body Points, Attack, and Defend should be considerably reduced, to suit DM.

13. Pixies of Argayle -- As the characters enter this room, they sense a strange magical buzz. Suddenly everyone in the room is surrounded by hundreds of tiny pixies, who are defending their domain. While in this room, all attacks and defend are negative by one die, and all other throws suffer a -2 penalty.


Well, that's about it.. if anyone has any ideas or input, please feel free to e-mail me!! Enjoy!

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