Instrukcja · Rozdział 7 z 17
7.0 Traps and Detrapping
General Rule: When a party enters a room for the first time (only), a member of the party must check the doorway for a trap. Treasure chests must be similarly investigated. A trap may be detrapped by a character with a detrap skill. Should an attempt to detrap fail or not be attempted, the investigating player consults the Trap Table to determine the results of the trap springing on his character.
Procedure: The player controlling the character delegated to investigate the trap rolls 1D6 and compares the roll with the character's detrap rating. If the number rolled is less than or equal to the detrap rating, the trap is detrapped; if the die roll is greater, the trap is sprung. (Note: The trap automatically springs on any character with no detrap skill). When a trap is sprung, the player rolls 1D6 and consults the Trap Table to determine the effects.
Cases:
7.1 Trap Table
(see charts and tables)
7.2 There are 6 possible results on the Trap Table.
Arrow. An arrow or bolt is shot from the trap. Roll 1D6 and refer to the Combat Results Table (9.9) under the bow column to determine whether or not the arrow strikes the adventurer and the number of Wounds Points suffered.
Poisoned Arrow. Same procedure as for arrow, except that if the arrow strikes, the affected character suffers 1D3 Wound Points from poison in addition to Wound Points inflicted by the arrow.
Poison Gas. Affected character takes 1D3 Wound Points damage.
Explosion. All characters in the party (including charmed monsters) immediately suffer one Wound Point damage.
Flaming Oil. Affected character suffers one Wound Point damage.
Roll Twice. Roll the die twice on the trap table, triggering two traps. If a second 6 result occurs, roll twice again (for a total of three traps). Note that the number of traps rolled can, theoretically, be infinite.