Traps & Saves
Traps appear:
- On
3in the Room Contents Table (a trapped treasure). - As part of Hidden Treasure complications.
- On certain Special Feature rolls.
- From bosses that lay traps.
Each ruleset has its own Traps Table with the specific effect (poison dart, pit, fireball, gas, etc.). The general procedure is the same.
The save
A targeted character rolls d6 against the trap level (printed in the table entry):
- Rogues add their level to save rolls.
- A natural
1is always a failure; a natural6is always a success. - A successful save typically means dodging or only taking partial damage; a failure inflicts the trap's listed effect (usually
1wound, sometimes2or a condition).
Disarming
A rogue may attempt to disarm a trap before it triggers:
- Roll
d6 + rogue levelvs the trap level. - Success: the trap is disarmed safely.
- Failure: the trap goes off on the rogue (or per the trap's text).
Disarming is usually offered only when the trap is announced as the room's content — once a hidden trap has already fired, it's too late.
Common trap effects (base game)
| d6 | Trap | |---|---| | 1 | Poison dart — 1 wound or poisoned condition. | | 2 | Pit — 1 wound; rogue with rope may rescue. | | 3 | Falling rocks — 1 wound to multiple characters. | | 4 | Gas — paralyze on failed save. | | 5 | Trapped door — 1 wound, lose action. | | 6 | Fireball — 1 wound to all in the room. |
(Exact text varies by ruleset — check the ruleset reference.)
Traps that target the party
Some traps hit everyone (fireballs, gas clouds). Each character makes their own save. The rogue's bonus does not apply to other characters — only to the rogue's own roll.
Trapped treasure (3 on Room Contents)
A trapped treasure means you roll on both the Traps Table and the Treasure Table. Resolve the trap first; survivors take the treasure.
Four Against Darkness