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Paul's quick and dirty trap system

This system gives thieves more to do. Its not perfect it's mostly for a bit of fun.

All traps and locks now have names


All traps and locks have between 1 and 4 parts to them.

A thief can make a trap roll to find the name of a trap


A thief can then try to detect each part of a trap, as long as they make the roll they can keep going until
you tell them there are no more parts to discover.
A thief then picks a thief tool from a list of 6, each tool matches to a trap mechanism. A thief can only
use a tool they have so you can hand out the tools as you adventure or as they level :)

For each CORRECT tool the thief gains a bonus to disarming the trap/lock
For each INCORRECT tool the thief gets a minus, this gets WORSE the more wrong tools they pick.

If a thief attempts to open a lock or disarm a trap and is successful then you can CONFIRM you ALSO
confirm any wrong tool choice.

Quick design note:

The system is silly, things ALWAYS correctly disarm things and often for no real reason. I have no idea
why a hook will get rid of fire oil, it just will. Its how I filled out the sheet. You as DM need to sell it.

Rewards:

I give 500 exp for finding a new trap, I give 100 exp for discovering the right tool. And I give a one off
double count when the trap is fully discovered.

Player discovers a new trap that’s 500 exp


Player discovers blades are beaten with the key (500 exp!)
Player uses a key to disarm darniks blood trap so gains 500 (for the trap) and 100 for the correct tool as a
one off extra bonus!

This means thief player loves finding traps, loves risking tools and so forth.

Other house keeping things

I give the player a chart to fill out, it makes them happy. I allows thieves to tell each other about traps
they know (no EXP bonus mind you!)

Tools often break (ha ha!)


If they fail I get them to roll a D10 and chop off a finger, if the fingers already gone I take the hand!
Example
Party for a chest, it has a simple trap called “Darnicks Blood trap”

The thief rolls to detect traps, finds it and is then told by the DM then name of the trap.

The thief then tries to discover all the parts to the trap, he rolls and is successful!

The DM tells him the first part is a BLADES mechanism, the DM ALSO points out there are no more parts
to discover (the DM is good like that).

The thief player looks at his tools, so far he has managed to gather a hammer and a key.

He decides to try the hammer, perhaps blades need bashing!

The DM checks the trap, sadly blades requires a key ( a big master key that locks blades as they are mass
produced in the dwarf city of Hellegost and the same key will fix them all, who knew!)

The difficulty was originally 15, but because he picked the wrong tool its now 20!

The their player rolls 20 (you lucky example swine) and still manages to bypass the trap.

The DM points out that the hammer did nothing to help with the blades, the Thief makes a note about
that.

Inside the chest they find a new thief took, a long hook! Now the thief has even more chances to get it
wrong.
Thief has Levers, cutters, ratchets and lock picks

Traps come in 21 types, with a difficulty number, this is a sliding number based on quality of the trap.

If the thief knows the type (by successfully bypassing it) then they gain a +1 to disarm.

If a thief examines a trap they get three rolls to check what the three parts of the trap are.

If a thief tries a tool (lever, cutter, ratchet) then they gain a +1 if it’s the right tool or a 0 or a -1

If a thief uses the right 3 combinations then they will always know the right trap toosl to use and thus
gain +4 vs that type of trap as long as they have enough tools. if they have no tools but know the trap
then they gain the standard +1.

Each segment of trap disarmament uses up one tool, regardless of success, for each attempt made.

Lock picking

Locks have a difficulty to unlock, for each lockpick used the thief gains +1 to the lock pick test.

On a fail the difficulty increases by the amount of lock picks used. So if the difficulty was 10 and the theif
used 5 picks and failed, the new difficulty is 15!

Hook

Pick

Key

Saw

Hammer

Loop

Lens

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