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