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Traps Final
Traps Final
Terrinoth Supplement
CREDITS
EXPANSION DESIGN & COVER AND INTERIOR ART
DEVELOPMENT
Fantasy Flight Games Genesys Foundry, Cover image ©
Chris Markham 2020 Dean Spencer and used with permission and formatted
using the cover templates designed by Roy Altman. Some
interior art © 2019 Kabouter Games, used with permission,
all rights reserved. Other interior art by Dean Spencer, Matt
EDITING Morrow, Brett Neufeld, Indi Martin (Tortoise & Hare Creations),
and used with permission. Some interior art by Heidi
Chris Markham and Wendy Markham Friedemann and Chris Markham.
PROOFREADING PLAYTESTERS
Chris Markham, Wendy Markham, Randall Mason, and Heidi Friedemann, Wendy Markham, Fran Mason, Randall
Roy Altman Mason, and Daniel Nicholson
This product was created under license. GENESYS and its logo, and GENESYS FOUNDRY and its logo are
trademarks of Fantasy Flight Games in the U.S.A. and other countries. All Fantasy Flight Games characters
and character names, and the distinctive likenesses thereof, are trademarks of Fantasy Flight Games.
www.FantasyFlightGames.com
This work contains material that is copyright Fantasy Flight Games and/or other authors. Such material is used
with permission under the Community Content Agreement for Genesys Foundry. All other original material in this
work is copyright 2021 by Chris Markham and published under the Community Content Agreement for Genesys Foundry.
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INTRODUCTION
This product is a supplement for the R EALMS OF TERRINOTH CONTENTS
setting. Though the supplement explores the world of
Mennara, it can be converted for use in your own fantasy Overview information and the various traps are broken
world. The GENESYS CORE RULEBOOK (CRB), REALMS OF into the following sections:
TERRINOTH setting (RoT), and either Genesys Dice or the
Genesys Dice App are required to use this product. USING TRAPS……………………………………..…….4
TRAP TRIGGERS…………………………………………4
WHAT’S IN THIS BOOK? USING RIDDLES & PUZZLES………………………...….5
This is a book designed for GMs to put more traditional MAGIC IN TRAPS………………………………….…….5
fantasy dungeon-style traps into their games, complete with
the GENESYS rules and mechanics to do so. In addition, it is SKULL RATING…………………………………….……5
designed to give the GM the tools they need to come up with
their own traps using the (15) traps in this book as ROLLS FOR THE TRAP…………………………………...5
inspiration. The traps herein are described somewhat
tongue-in-cheek with a (hopefully) humorous approach THIEVES AND TRAPS……………………………………6
reminiscent of traps books of old.
CORRIDOR TRAPS……………………………...……....7
This book is not designed for PC’s setting traps on the fly, or Icebox………………………………………..………....7
in the wilderness. For this purpose, I would recommend the Pendulums…………………………………..…...…..…8
existing SURVIVALIST’S GUIDE TO SURVIVAL supplement, Aren’t You Clever?.............................................................9
created by Caleb Smith. Walls Are Closing In!………………………………….10
You’re My Idol………………………………...……….11
GUIDE ITEM/CREATURE TRAPS…………………………...….12
Black Widower……………………………………..….12
“Grisbane Geargrinder” was first introduced in my very It’s a Gas!………………………………………..……..13
first title, the TERRINOTH TAVERNS supplement. Now retired, Obelisk……………………………………………..…..14
this ingenious Gnome designed and built many infamous Shock Therapy……………………………………...….15
traps and security measures for people of import. He serves Spores…………………………………………………..16
as your guide through the dangerous traps featured in this
tome, many of which he designed personally. ROOM TRAPS………………………………………….17
Cat-ass-trophy…………………………………..……..17
See-Saw……………………………………………..….19
Tale of Two Deaths……………………………….……20
WILDERNESS TRAPS……………………………..…….22
Animal Traps……………………………………..……22
Log Sandwich……………………………………….....23
Grisbane Geargrinder
USING TRAPS
LEVERS, BUTTONS, WHEELS
Traps can make for some of the most memorable Often, the trap-designer provides the means for explorers
roleplaying experiences a group can ever have. The closer to unknowingly trigger the trap themselves via a lever,
they come to failure, the more memorable the encounter. button, wheel or other similar device. The usual solution
This section serves as an overview of how traps are handled is simply not to disturb such devices, but many times,
in this book and how GMs can more easily work traps into there will be a correct lever (or direction to move it) along
their own games. with incorrect ones (which trigger the trap).
Determining which device or direction is correct often
requires a Daunting ( ) Skulduggery check to
TRAP TRIGGERS successfully identify what needs to be done. Of course,
the GM could rule there is already a means to determine
Regardless of the type of trap, most are triggered in just a this (such as a clue) and that clue needs to be used
handful of ways. Each of these triggers are handled a bit (though such a check may help to provide hints, etc.)
differently, and the mechanics of each are discussed below.
GMs may wish to add or to skill checks as TIMED DELAYS
circumstances dictate, as always. Some traps are designed to be triggered a short while
after the triggering mechanism (so this is typically used
TRIPWIRES along with another trigger type). Instead of instantly
Tripwires are one of the most common triggers. Most going into effect, a timing mechanism is used. It could be
tripwires are very difficult to see, requiring a Hard ( ) a fuse, an hourglass, a geared mechanism, etc. Often,
Perception check (if actively looking for them) or Daunting these timers are not in a location visible to the explorers.
Vigilance ( ) check to notice. These are typically For this reason, there is often little one can do to halt the
placed low, to be easily tripped by those walking through time delay (and most simply are not aware of it, unless
an area. Once discovered, it only takes an Average ( ) there is some other tell-tale sign of such a thing, like a
Skulduggery check to disable the tripwire. ticking sound, water drip sound, etc. In cases where the
timed delay is visible, any attempts to halt it generally
simply trigger the trap prematurely. If the GM determines
it is possible, halting the mechanism should require a
Hard ( ) Skulduggery skill check.
WEIGHT
Some traps are triggered by the application of weight.
Similar to pressure plates, these triggers are typically
tripped by a higher weight limit (to allow for more
victims to be affected by the trap) or they depend on more
weight being on one side of a fulcrum or other device.
Typically, the only way to discover such a trigger is to be
the one who tips the weight over the threshold. When
done, that character (and that character alone) can make
a Hard ( ) Coordination or Athletics check to
quickly move back to a safer position. Of course, whether
the trigger has already activated, is up to the GM (though
the dice results of the skill check should determine what
happens).
MAGICAL TRIGGERS
Still other triggers are tripped by fulfilling some kind of
magical requirement such as “when a being crosses this
threshold” or other criteria set when the spells were
cast. These are nearly impossible for non-casters to
PRESSURE PLATES disable, though as always, this is determined by the GM.
Pressure plates are made to be activated by anyone stepping If allowed, the difficulty for the applicable skill check
on them. They are designed to look just like the surrounding should be at least Hard ( ).
floor, but as they are different materials (often), they are a
little easier to detect than tripwires, requiring an Average
( ) Perception check (if actively looking for them) or
Hard Vigilance ( ) check to notice. Anyone Gnome-
sized or larger will generally trigger a pressure plate. Once
discovered, it only takes an Average ( ) Skulduggery
check to disable the pressure plate.
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Of course, the main fun in using traps is giving the PCs a As harmful as a powerful weapon hit or from a
method for overcoming them. Often, this is provided in the couple of hits. Any roll to avoid or mitigate damage from
way of a riddle or puzzle which then leads to the PCs such a trap should add .
making a choice (whether it is which lever to pull, what
button to press, or it triggers a secret door, etc.). Of course,
there are many sources for such riddles and puzzles A bit more likely to result in a critical injury
available. No matter which one is used, the key way to use or even death. The difficulty to avoid or mitigate damage
them is to allow the solution of the riddle or puzzle to from such a trap should always be upgraded by at least
provide a clear method of negating the trap. If this really one or add if the trap isn’t potentially lethal.
isn’t your thing (as a GM), there is good news. You don’t
even need to have an ANSWER for your riddle or puzzle. Extremely deadly, a good chance failure
Simply decide when the PCs have tried something cool means damage from multiple sources including critical
narratively and make THAT the correct solution! (they will injuries or death. The difficulty to avoid or mitigate
never know it wasn’t planned)! damage from such a trap should always be upgraded by
at least one and +20 should be added to any Critical
Injury results.
MAGIC IN TRAPS
Lethal. Victims of this trap are likely
Magic has four major roles when used in a trap. First, it can going to end up dead, deceased, stone cold dead. The
be used as a triggering event, defined criteria for which difficulty to avoid or mitigate damage from such a trap
conditions result in the trap being triggered. Usually, should always be upgraded by at least and +30
adding this to the trap is a use of Utility magic. Magic can should be added to any Critical Injury results.
also be used to create imagery (Mask magic) or physical
objects or creatures (Conjure magic). Finally, magic can be Roy Altman’s GENESYS EXPANDED CRITICAL TABLES
used to deal damage (Attack magic). A given trap may have supplement is great for these Critical Injury results as it
one or more of these elements as a component. separates critical results by attack type.
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As mentioned under each trap trigger, those with ranks in Most thieves or shadowy characters who engage in the
the Skulduggery skill (or Survival, for Wilderness traps) can disarming of traps carry Thieves’ Tools (as mentioned on
often attempt to disarm the triggers and thus the traps page 101 of the REALMS OF TERRINOTH sourcebook). As
themselves. Of course, it is important to note some traps normal, using these tools adds to the results.
may have multiple triggers and disarming one does not Attempting to disarm a trap or trigger without these tools
disarm them all. Those without ranks in these skills may still incurs at least one . Superior quality Thieves’ Tools
attempt to disarm, but at one higher difficulty. Especially (150 silver) add an additional to the results. There are
dangerous traps may also assign a or more to the also a few pieces of new gear (see the GRIZELDA’S GEAR
unskilled roll. The GM may rule that a character with ranks supplement for other sneaky stuff) given here to help a
in Mechanics can apply that skill to the disarming task at thief disarm traps:
either the same or an increased difficulty as Skulduggery or
Survival as the situation dictates. PRESSURE-PLATE WEDGE
These small wedges of leather are used to aid in disarming
If the trigger is also magical in nature, or the trap was made pressure-plate trap triggers. The assorted sizes of wedges
by a highly-skilled trap-maker, the GM may assign are placed under the pressure-plate to make it ignore any
additional difficulty increases to disarming attempts weight application. Using these items adds to a
(and/or add to the trap’s roll). Skulduggery check to disarm a pressure-plate trap
trigger. (Encumbrance 1, Price 25, Rarity 5).
SKILL SYNERGIES TENSION STAKES
These small items are like threaded tent stakes, but with
As an optional rule, the GM may allow for certain skill a ring on top to use for maintaining the tension in a
synergies. Regarding disarming traps, a thief with the disarmed tripwire. The stakes are screwed in, the wire is
Skulduggery skill who also has ranks in the Mechanics skill carefully cut, and then tension maintained while tying
has a more in-depth understanding of mechanical traps the wire to the ring of the stakes. Using a pair of this
than the average cutpurse. In such instances, the GM may item adds to a Skulduggery check to disarm a trip
opt to allow a synergy bonus to the roll. In this example, for wire trap trigger. (Encumbrance 0, Price 25, Rarity 5).
each rank in Mechanics the thief has, they would add a
to the roll to represent this increased chance of success.
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CORRIDOR TRAPS
“The one thing would-be treasure hunters often forget is
Corridor traps are the most common trap a delver most trapped corridors are intended for AUTHORIZED
encounters. Trapping the pathway from point A to point B people to be able to traverse them safely. This means for
is a commonly employed tactic for those wishing to keep most such corridors, there IS a solution for getting
pesky treasure hunters at bay. Many such trap ideas can through it safely. Coming up with the solution is the
easily be converted to encompass a whole room or even easiest way to avoid dying in horrible, grisly ways.” –
boiled down to create a door or item trap. Grisbane Geargrinder
ICEBOX
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PENDULUMS
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YOU’RE MY IDOL -
Many Lizardman and Naga temples in the dark jungles of
Zanaga make good use of this variety of trap. Variations on
the theme can also be found in ancient pyramids in the
deserts of Al-Kalim.
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ITEM/CREATURE TRAPS
“While not as challenging for the trap designer, item
Item or creature traps have the distinct advantage of and creature traps will always have role in protecting
placement. For corridor and room traps, the mechanics of one’s valuables from others. Sometimes, nature simply
the trap often dictates construction. Conversely, trapped provides the perfect solution, and only a fool ignores
items or creatures which serve as traps can be placed such a simple solution when it is useful.” – Grisbane
wherever they are required in an existing dungeon or Geargrinder
stronghold of the villain.
BLACK WIDOWER
The Black Widower is yet another giant Mennaran spider
creature (not to be confused for the tiny, but normal black
widow spider). This creature is native to Zanaga, but many
rich and powerful individuals use them as guardians to
secure items of import.
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IT’S A GAS!
OBELISK
Magical traps often do not hide their magical nature.
While mundane traps hint at something valuable being
protected, nothing quite communicates the import of
protection offered by obviously magical traps. There are
many varieties of such traps of course, but this entry will
focus on one which is common all over Mennara, though
expressed in different themes and scripts, from the
abandoned obelisks of Djinn ruins in Al-Kalim, the menhir
(standing stones) of Isheim, to the strange, rune-marked
obelisks found in the Ashen Hills (such as that pictured).
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SHOCK THERAPY
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SPORES
Alchemy often takes inspiration from nature and turns it
into something even deadlier. Natural fungi which emit
spores are often altered to make these spores even more
dangerous in a variety of ways.
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ROOM TRAPS
“Full-blown rooms of death were my specialty. Many of
Room traps could be otherwise ordinary-looking, or they my clients wanted would-be thieves to know certain
could even be obvious traps. Sometimes, that’s part of the areas were traps. After all, this kind of fear is the best
fun! All three of the rooms in this section are the latter. It deterrent against future theft attempts! These three are
should be obvious that things are amiss in all of these rooms, some of my favorite examples!” – Grisbane Geargrinder
but of course, that won’t stop the delvers from trying to
figure it all out.
CAT-ASS-TROPHY
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safely bypassing the harmful effect of the room. In addition 5. Half Corpse: This torso skeleton has obviously been
to the other “halved” objects in the room, it also serves as a here a while. Like the half trunk, it is a clue as to the fate
clue to the nature of this room’s trap. of those who fall victim to the room. Generous GMs may
wish to hide a small treasure here, but it is far more likely
3. Half Trunk: The trunk seems almost fused to the wall, as the victim’s companions left long ago with anything of
if it is half into the wall (because it is). The trunk is easy to value he might have carried.
open as it has only half the lid and it just sitting on it. There
are a few gold coins inside (yes, gold), including a few half 6. Normal Walls: All of the other walls (except area 4) are
pieces which are fused into the wall. This is the largest normal stone, as is the floor and ceiling of the room. They
warning yet about the room. are at least 10’ thick.
4. Phase Wall: This is the main trap in the room. If any 7. Knick-Knack Shelf: This shelf has a variety of ceramic
character tries to touch the wall, it almost seems spongy, knick-knacks on it. Closer examination will reveal each
though still as hard as stone. Putting a hand or arm in is one is actually only half-complete, with the other half of
easy and can be easily pulled out. Once part of a character’s it missing. Some of the objects here are: a cat, a dragon, a
torso or head moves into the wall, the character must make bottle, a large bird, a duck, a mushroom, a genie lamp, a
a Hard ( ) Athletics check or be stuck in the wall! gnome, and a pig. GMs should feel free to add in any
Characters with part of their head stuck in the wall will other items, especially any item which may seem more
begin to suffocate (see page 112 of the GENESYS CORE important to the players. The key item of course, is the
RULEBOOK). There is only one way to safely travel through duck (from the clue of the cat’s name on the trophy
this wall (and presumably to the next objective). This is plaque). If a character walks through the wall holding the
explained in area 7. Any character getting stuck in the wall duck, they can safely do so without getting “stuck”.
suffers 4 damage for each round spent in the wall (in Trying to walk through with any other object will seem
addition to suffocation). to work at first, but the character will get stuck exactly
halfway through the wall as mentioned in area 4.
Characters can easily hand the duck back through the
wall to allow passage for others.
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SEE-SAW
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OTHER OPTIONS left wall (further away from the oil jets) to either mitigate
If the GM doesn’t want this room to be a simple dead end, or avoid the fire damage from the trap. Anyone carrying
there are a few different options. There could be a secret a torch should add to this check if this option is used.
door in the arrow slit wall (which also works great as access At least one is needed to get against the wall, while any
for flesh and blood archers) or the chest may actually be the extra uncancelled and can be used to mitigate the
lid for a trap door and ladder deeper down into the complex damage by 1 per die result spent or avoid all damage with
or dungeon. a result. A result means the character slipped in the oil
and suffers a critical burn result. Roy Altman’s GENESYS
If you want to give a bit more of an out for the fire corridor, EXPANDED CRITICAL TABLES supplement is great for this as
you could allow those in the corridor to make a Hard it separates critical results by attack type.
( ) Athletics check to get right up against the
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WILDERNESS TRAPS
“Wilderness traps are more the domain of Hunters and
Wilderness traps tend to be one of two types. The first type Stalkers than my own profession, but mechanical animal
is purposefully crafted metal traps designed for hunting. traps have long been a hobby of mine. Most are severely
Most of these are of varying sizes for different kinds of savage and can easily be adapted to more professional
game. They can be made to instantly kill (usually through anti-theft devices. If nothing else, the principles of
decapitation) small game, or more commonly made to trap pressure plates, tension wires, springs, and other
game or enemies. advanced trigger mechanisms can easily be applied by
the professional trap-maker” – Grisbane Geargrinder
The other type of wilderness traps are those made from
natural materials, such as those featured in the
SURVIVALIST’S GUIDE TO SURVIVAL supplement. These traps
use branches for tension, vines as rope, and often large logs,
rocks, or sharpened sticks to deal damage.
ANIMAL TRAPS -
Animal traps offer convenient ways to both capture wild
game and protect one’s property. Many a farmer has
discouraged thieving Goblins from stealing their crops with
a prodigious use of bear or wolf traps. The mechanisms for
many animal traps are easily adapted to serve as the trigger
(and injury mechanism) for use against trespassers.
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LOG SANDWICH
This trap is often set to discourage larger beings (typically
Silhouette 2 or larger) from entering a given area (or at least
to weaken them if they do).
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Thank you for purchasing this product, and I sincerely hope it adds to your Terrinoth experience!
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