=====Locked or Trapped?===== For each door and each chest (not barrels, jars, garbage, or bookcases) check on the tables below to see if they are locked, stuck, barred etc. Look to "[[breaking_things|Breaking Things]]" and "[[adventuring_skills|Adventuring Skills]]" for information on getting past the traps or breaking through the locks. ===IS IT LOCKED?=== |1d20 Roll| Result| |1-5| Open| |6-12|Stuck| |13-15|Barred (doors only, treat containers as locked| |16-19|Locked| |20|Magic Lock| ===IS IT TRAPPED?=== |1d20 Roll|Trap| |1-12|No trap| |13|Pit| |14|Sleep Gas| |15|Poison Needle| |16|Darts| |17|Blade| |18|Acid Spray| |19|Poison Spiked Pit| |20|Poison Gas| ===The Traps=== * **Pit:** there is a pit trap in front of the door or chest. Each turn spent dealing with opening it has a 1-2 out of 6 chance of the pit opening, causing character to fall for 2d6 damage, roll a Ray/Poison save to take only half damage. * **Sleep Gas:** when the door or chest is opened, roll 1d6, that’s the radius of effect of the gas in Inches (multiply by 5 for feet in game) of a cloud of gas that erupts, make a Ray/Poison save or fall asleep for 1d6 turns in which you can only be awakened by neutralizing the poison. * **Poison Needle**: whoever opened the door or chest is stabbed with a poison needle, save vs. poison or die. * **Darts**: when the door or chest is disturbed in any way, 1d6 darts are launched from hidden devices in a nearby wall, they attack random targets, rolling to hit as 5th level thieves. Damage is 1d6 per dart. *** Blade:** a cutting blade swings from the door frame or across the chest, doing 2d6 damage, unless a Save vs. Ray/Poison is made, which avoids the damage altogether. * **Acid Spray**: a random target within 10' of the trap is sprayed with acid for 1d6 points of damage. Roll a save vs Breath weapon and if it fails, your armor, shield and 1 non-magical weapon is destroyed as well. * **Poison Spike Pit:** the same procedure as a regular pit, only it’s filled with spikes, so the base damage is 3d6. If you fail your save for half damage you must then make a second poison save or be killed by the poison on the spikes. * **Poison Gas**: same procedure as the Sleep Gas, only the effects are lethal.