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Barrow Builder Trap Elements

Roll 1d12 to select trap elements from a twelve-entry table covering Camouflage, Gravity, Blades, Wire/pulleys, Tension, Chemics, Special materials (orichalcum, makerglass, aetheri...

Roll as many elements as makes sense for the trap. Pair element with material or rune-system for the GM-side mechanism.

Roll 1d12 · Family Trap Elements · p. 43

dResultDetail
1Camouflage, illusion, deception
2Gravity, weight, mass, hardness
3Blades, spikes, needles, pointy bits
4Wire, rope, pulleys, contraptions
5Tension, pressure, springs, balance
6Chemics, poison, acid, gas, fire
7Special materialsHazardous growths, orichalcum, black iron, dark ice, makerglass, aetherium, red crystal.
8Runes, glyphs, sigils, marks, spells
9Light, dark, heat, cold, noise, quiet
10Thoughts, emotions, mind games
11Spirits, constructs, undead, vermin
12Previously triggered or disarmed