Dungeons will kill ya'
If it isn't the monsters
It'll be the traps— Puddin' Noddington, master locksmith
The essential dungeon crawl features three things: monsters, treasures, and
traps. The
Dungeon Fantasy Roleplaying Game comes with an entire book of monsters (cleverly titled
Monsters) and a whole chapter on treasures (in
Exploits), but a mere page of traps.
Dungeon Fantasy Traps remedies this situation.
Traps offers more than 40 bona fide traps (many with variations), including straightforward pits and snap-traps, gadgetry that drops and shoots things, dangerous architecture, toxic hazards, and magical menaces. It
also has a whole chapter of tricks – gimmicks and surprises that demand more effort than, "I roll against Traps." The ready-to-use examples come with plenty of advice on traps in general, such as how dungeon denizens get around these perils, what powers the moving parts, how to strike a balance between character and player skill, and what to do when adventurers try to barge through with brute force.
With all this great stuff, monsters might be the least of the delvers' worries . . . and the thief may actually have to work to earn a share!
Important Note: Traps was a stretch-goal item during the
Dungeon Fantasy Roleplaying Game Kickstarter campaign, so if you were a backer – or bought the
Dungeon Fantasy Companion, which includes this content – you don't need to buy it again. Tricks and traps are cool in the game, but we prefer to be up-front about what we're selling!
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Store Link: http://www.warehouse23.com/products/SJG37-8101