Shadowbooks Shadowdark RPG Game MasterHazards
Shadowdark RPG, p. 114
p. 114
Shadowdark RPG, p. 115
p. 115
Hazards Hazards Hazards add passive danger to the adventuring environment. There is often no way to defeat or permanently disable them. Unlike traps, most hazards are obvious from the start. Movement Restriction. Some hazards inhibit or prevent movement, such as quicksand pools or slippery ice. Hazards can even fully entrap characters. Damage. Some hazards deal ongoing damage, such as toxic spores or acid rain. Weakening. Certain hazards weaken or hamper the characters. These could include antimagic zones or vapors that sap physical strength. Combining. The most insidious hazards combine one or more of these types into a single threat. d12 Movement Damage Weaken 1 Quicksand Acid pools Blinding smoke 2 Caltrops Exploding rocks Magnetic field 3 Loose debris Icy water Exhausting runes 4 Tar field Lava Antimagic zone 5 Grasping vines Pummeling hail Snuffs light sources 6 Steep incline Steam vents Disorienting sound 7 Slippery ice Toxic mold Magical silence 8 Rushing water Falling debris Numbing cold 9 Sticky webs Acid rain Sickening smell 10 Gale force wind Curtain of fire Sleep-inducing spores 11 Greased floor Electrified field Confusing reflections 12 Illusory terrain Gravity flux Memory-stealing HAZARDS
Traps Traps add peril and surprise to crawling. Characters typically get to make a relevant stat check to avoid a trap's effects. A Tell. Most traps should have a hint or tell. Be careful not to make traps too frequent or the game pace will suffer. Finding. Characters who search a specific area or object for a trap automatically find it. Disabling. Thieves and characters who are trained in tinkering can describe how they disable or circumvent a trap. If the character has enough time and uses a reasonable method, the character succeeds. If there is time pressure or the trap requires a great deal of skill to deactivate, the GM might call for a stat check. d12 Trap Trigger Damage or Effect 1 Crossbow Tripwire 1d6 2 Hail of needles Pressure plate 1d6/sleep 3 Toxic gas Opening a door 1d6/paralyze 4 Barbed net Switch or button 1d6/blind 5 Rolling boulder False step on stairs 2d8 6 Slicing blade Closing a door 2d8/sleep 7 Spiked pit Breaking a light beam 2d8/paralyze 8 Javelin Pulling a lever 2d8/confuse 9 Magical glyph A word is spoken 3d10 10 Blast of fire Hook on a thread 3d10/paralyze 11 Falling block Removing an object 3d10/unconscious 12 Cursed statue Casting a spell 3d10/petrify TRAPS