Trap Rules

Mortimer

Mongoose
Are there any official trap rules for this game? I've checked the three books that I have and didn't find anything.

If there are no official rules, does anyone have a good set of traps they made up for their own game?
 
Thanks, are they mechanical or magical? From the preview it seems like Wraith Recon is a "magic instead of technology" setting.
 
Mortimer said:
Thanks, are they mechanical or magical? From the preview it seems like Wraith Recon is a "magic instead of technology" setting.

There are some traps in signs and portents too, ah??
 
Mortimer said:
Thanks, are they mechanical or magical? From the preview it seems like Wraith Recon is a "magic instead of technology" setting.
It contains the rules framework for creating and utilising mechanical traps. Spells and enchantments for designing Magical Traps are provided in the SpellCom book.

Ah bugger it, here's a relevant snippet to give you an idea of how they should work in MRQ2. Bear in mind that the default coin in WR is the GP not the SP.

Traps Large and Small
Traps are built for a range of purposes, but generally focus on raising an alarm, capturing interlopers, or killing transgressors outright. Building such traps require the Mechanisms or Engineering skills, the former to create small devices designed to affect a single target, whereas the latter concerns massive constructions which are capable of incapacitating small groups.

When a trap is built it gains a challenge rating equal to the Mechanisms or Engineering skill of the maker. Thus a pitfall trap constructed when the craftsman had an Engineering skill of 65% would thereafter use that value in opposed tests rolled to see if the pit can be spotted, evaded or disarmed. Even if the craftsman later increases his skill, the trap remains unchanged.

Only mechanical traps or those built to be invisible on crafted items cost money to build. Alarms cost the crafter’s skill in gold pieces, imprisoning traps cost ten times more and death traps a hundred times more. Alarms and traps built in the wilderness from natural materials cost nothing but the time needed to set them up.

Alarms are simple and often subtle affairs, which when triggered, ring bells, drop flags and the like. Since they are not meant to cause harm, they are often fast to set up.

Ensnaring traps tend to be based around pits, cages or heavy sprung limb snares. Save for the latter they do not normally injure the victim, the objective to keep them trapped until the owner can see what he’s caught. If it possesses one, victims gain a single chance to ‘disarm’ the locking mechanism, in order to break free. Otherwise they must overcome the armour and hit points of the material it is constructed from.

Deathtraps deliberately try to kill the victim. The amount of damage which can be inflicted is based upon the maker’s skill.

Traps can normally only be used once before they must be manually reset. Master crafters however can design mechanisms powered by clockwork springs or large weights which can reset themselves several times before they run out of power.
 
Traps... I always get flash back to AD&D and the Tomb of Horrors... which would have cost more to build and enchant than whats kept inside it :)
 
which would have cost more to build and enchant than whats kept inside it

True. But it wasn't really designed by Acerak (Cran Liret, perhaps in Elric's Young Kingdoms) to protect anything, rather to part foolish adventurers from their souls...

I'm thinking of using the Tomb of Horrors (the original) either as the basis for Cran Liret's Forge - the dungeon would actually be the machine -or perhaps, it will be a test to measure who is worthy of Cran Liret's intellect and soul...
 
DamonJynx said:
I'm thinking of using the Tomb of Horrors (the original) either as the basis for Cran Liret's Forge - the dungeon would actually be the machine -or perhaps, it will be a test to measure who is worthy of Cran Liret's intellect and soul...
That &¤&/¤/% of a scenario culled over a dozen of our highest AD&D PCs, with only two survivors, neither of whom were the two clerics capable of casting Raise Dead. We got one of the gem trapped guys back later via a wish, but in effect it was a near TPK. Considering those characters had taken years of weekly play to reach double figure levels, it was an utter nightmare!

I sincerely pity your players... :twisted:
 
Remember how the first part of Tomb of Horrors is actually finding it? I know one guy whose party started digging over the most magical spot and fell into the final chamber, resulting in them having to do the whole thing in reverse...

People who are interested in a "low level" Tomb of Horrors could do worse than check out James Raggi's The Grinding Gear, which I'm converting to RQii rules.
 
Mongoose Pete said:
I sincerely pity your players... :twisted:

I was originally converting it to BRP before I discovered Runequest.
Anyhow, we got stuck for a game so I ran the D&D V3.5 version. The party managed, only just, to survive the entrances> However the rogue and barbarian weren't so lucky at the 1st poisoned pit trap...
 
Mongoose Pete said:
DamonJynx said:
I'm thinking of using the Tomb of Horrors (the original) either as the basis for Cran Liret's Forge - the dungeon would actually be the machine -or perhaps, it will be a test to measure who is worthy of Cran Liret's intellect and soul...
That &¤&/¤/% of a scenario culled over a dozen of our highest AD&D PCs, with only two survivors, neither of whom were the two clerics capable of casting Raise Dead. We got one of the gem trapped guys back later via a wish, but in effect it was a near TPK. Considering those characters had taken years of weekly play to reach double figure levels, it was an utter nightmare!

I sincerely pity your players... :twisted:

The scenario was made by Gary Gygax. He was tired of people coming to him to talk about their invincible character. So he made an adventure to kill them all...

I have play it two times. One party wipe out and the other I and another PC made it to one of the false endings. The other 3 players died. Fun times...
 
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