Traps are static, well hidden defenses that are meant to surprise and maim adventurers wandering your halls. Each trap consists of a mechanism which details what the trap does, and a trigger which details what sets it off.
Traps roll damage as if they were ticking a timer, with each tick doing half a heart of damage.
Traps are rated from tier 1 to tier 3, based on how deadly they are and chosen by the player when it's crafted.
A tier 1 trap is somewhat easy to avoid, such as a doorknob trapped with a poison needle.
Tier 2 traps are deadly, like a giant swinging blade attached to a pressure plate.
Tier 3 traps are the deadliest, likely to affect multiple adventurers, like a tripwire that releases an enormous rolling stone ball.
Failure: The trap is disabled or avoided by the adventurers.
Mixed Success: You damage an adventurer of the GM's choice.
Success: You damage an adventurer of your choice. Roll again.
Critical: You damage two adventurers of your choice. Roll again.
* You can't damage the same adventurer twice in a row unless they're alone.
The mechanism details how the trap is effective against invaders. Some examples:
crushing wall • darts • spikes • fire • boulder • sawblade • pendulum blade • gas
lighting coil • lightning arc • swing blade • explosive barrel • pitfall • floor blade • acid pit • ect.
This is how the trap is activated. Depending on the nature of the trigger, adventurers may not even activate it - such as a levitating mage not setting off a pressure plate or a barbarian not setting off a magic sensor. Some examples:
pressure plate • tripwire • magical detection • illusion or disguise • sound • item removal • false door