So, while I had hoped to play the Ever Expanding Dungeon tonight, I'm not sure how up to it I am. Never the less, I spent a fair bit of time creating the following for use in said dungeon as a means of generating more varied traps in an attempt to move away from what I now perceive as an overuse of Save or Die poison of types X and XX. I still need to add the actual trap details generation portion, this first part is simply a mini-game of chance for determining if a trap is present and how it is triggered:
Traps
Step 0: Declare party actions [I do it in writing] prior to proceeding. Will the thief try to detect traps? Will the M-U cast Detect Trap or Detect Magic? Will the fighter try to pry it open with her sword blade? Will they hurl it down the steps to open it? Will the fighter kick down the door? Will the thief pick the lock first?At the very least, you must state how you will attempt to open the door/chest now. If no trap is detected, the PCs will carry out this action and they can not change their mind.
Step 1: Play the GM for a minute:
1. Determine if a chest or door is locked:
For chests:
Locked : 01-66
Stuck: 67 - 90
Easy to open: 91 - 100
For Doors:
Locked: 01-30
Stuck: 31 - 66
Easy to open: 67 - 100
Locked: 01-30
Stuck: 31 - 66
Easy to open: 67 - 100
2 Determine if the item is trapped, roll 1d100:
For Chests
Check Lock is Trapped | Check Lid is trigger if lock not trapped | |
Locked | 01-66 | 01 - 34 |
Stuck/Easy | 01-05 | 01 - 66 |
For Doors:
Check Lock is Trapped | Check Door is Trigger if Lock is not Trapped | |
Locked | 01 - 25 | 01 - 25 |
Stuck/Easy | 01-05 | 01 - 25 |
3 If a Trap is Present, Roll Type of Trap:
Physical
01 - 60
Poison 61 – 90
Magic
/ Other 91 - 00
4 If
poison/physical, roll to detect (or cast Detect Trap or similar) if party declared that action.
If
magic/other, then only detectable with a Detect Magic or similar, if party declared.
5 If
a trap is detected, an attempt to disable may be made using appropriate means. If the disable fails, the party may stop the process at this point and leave the chest or door closed and/or locked.
6 If no trap was rolled in Step 2, there is nothing to worry about, but if the trap exists and was not detected, the party is assumed to take all of the actions specified in Step 0 without the option to back out. If one of those actions would logically trigger the trap, then that's what happens.
For Chests Only:
Once open, if no trap has triggered, another attempt may be made to detect a trap on the contents (no additional spells need be cast, but thieves would have to roll again or if no spell cast yet, it could be declared now). Roll trap type as above.
If one is found, a disable attempt may be made (again a Dispel Magic spell can be assumed to have dispelled a magic trap on the contents. If not yet cast, can declare to do so now).
If
detect roll fails or disable roll fails, check to see if contents are
trapped, roll 1d100:
Contents
trapped: 01 - 34
I'm fairly certain in my congested head-feels-like-it's-buried-in-peanut-butter state, I've missed something obvious. I'm sure that will come out in testing, but if anyone sees something glaring, please let me know.