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Random Trap Tables

Discuss new Rules for HeroQuest.

Random Trap Tables

Postby Kyle+ » September 17th, 2021, 8:01 am

Here's a way to spice things up in the traps department. You may pre-determine the location of the trapped squares and see what kind of trap that hero runs into on the fly!

D12 Trap Kind

• 1 Pit

• 2 Falling Block

• 3 Spear

• 4 Poison Dart

• 5 Crossfire

• 6 Long Pit

• 7 Poisonous Gas

• 8 Swinging Blade

• 9 Exploding Lock

• 10 Wandering Monster

• 11 Giant Boulder

• 12 Quicksand Pit

Pit: A pit trap is a covered hole in the floor. If the hero falls into it, he or she suffers 1 point body damage, and may climb out of the pit on the next turn unless the ledges are blocked by monsters. Once a pit trap is sprung and a pit tile placed on the board, the trap cannot be disarmed and removed. As a Hero, you may, however, attempt to jump over it. To jump over a pit, you must have at least 2 spaces of movement remaining after moving adjacent to the pit, as if you moved onto the trap square and then onto one unoccupied adjacent square beyond.

combat die
• skull = you fall into the pit, suffering 1 body point of damage
• white or black shield = successful jump

Falling Block: Falling block traps are very dangerous. If triggered, the ceiling collapses and hero takes 3 combat dice of damage. There is no chance to defend. Once a falling block trap has been sprung and put out on the board, it cannot be disarmed or jumped, becoming a permanent block in the game. You can either move ahead or move back to an empty space. This ends your turn.

D12
• 1-6 = falling block (1 square)
• 7-12 = falling rocks (2 squares)

Spear: Triggering this kind of trap causes a carefully hidden spear to thrust out from a wall, ceiling, or floor. Once triggered, spear traps are gone forever.

combat die
• skull = 1 body point of damage
• white or black shield = you dodge out of the way of the spear

Poison Dart: A poison dart hits the hero who activated this trap. Roll D12 to determine the toxicity of the poison.

D12
• 1-4 = mild poison: 1 body point of damage
• 5-8 = strong poison: 2 body points of damage
• 9-12 = deadly poison: 3 body points of damage

Crossfire: The hero is hit by a number of crossbow bolts. Roll D12 and divide the result by 4 (rounding fractions up) to determine how many hit the hero. Each bolt deals 3 attack dice of damage.

Long Pit: Like a pit trap, but 2 squares on the board. If the hero falls into it, he or she suffers 2 points body damage, and must roll 5-6 on 1d6 to climb out on the next turn. To jump it, the hero must have at least 3 squares of movement left after moving next to the ledge. Roll 1 combat die:

combat die
• black shield = successful jump
• white shield or skull = you fall into the chasm
Note: these traps can be jumped the short way, the same as regular pit traps.

Poisonous Gas: A cloud of gas is explodes from this trap and affects all heroes in the room or 4x4 space. Roll D12 to determine the toxicity of the gas.

D12
• 1-4 = mild poison: 2 body point of damage
• 5-8 = strong poison: 3 body points of damage
• 9-12 = deadly poison: 3 body points of damage + 3 combat dice of mind damage and D6 turns spent in state of shock (1d6 movement, 1 attack, 2 defend)

Swinging Blade: A huge blade swings down from the ceiling attacking any heroes in a row of 3 spaces beginning with the figure who triggered the trap. Roll 2 combat dice: each skull delivers 1 body point of damage for each hero in the path of the blade.

Exploding Lock (chests and furniture only): This chest contains 50 gold coins. It also has a trap with an exploding lock. If the hero fails to spot and disarm the trap before searching for treasure, they will lose 3 body points.

Wandering Monster: As you are searching, a monster stalks you and attacks! The monster can move up to 6 spaces per turn. Roll D12 three times to determine the monster’s attack, defense, and body points.

D12
• 1-4 = 1
• 5-8 = 2
• 9-12 = 3

Giant Boulder (corridors only; cannot be spotted or disarmed): A huge stone ball drops from the ceiling at the end of the corridor and comes hurtling toward you. Roll 2d6 to see how far down the corridor the boulder rolls. It will eventually crash into the wall at the end of the passage, blocking the way for the rest of the quest. Each hero hit by the boulder rolls 5 combat die and suffers 1 point body damage for each skull rolled.

Quicksand Pit (4x4+ rooms only, always spotted, cannot be disarmed): Dividing the room is a quicksand pit 2 spaces wide. To reach the other side of the pit, a hero must stand adjacent to it and have at least 3 squares of movement left. Roll 1 combat die in the attempt. If a black shield is rolled, the hero successfully lands on the square directly across from the one they left. Any other result means the hero lands in the quicksand, suffering 1 point of body damage, and starts to sink. To avoid a messy death, the hero must immediately discard any 2 items (weapons, armor, potions, scrolls, etc.). This ends the hero’s turn. On the hero’s next turn, they may climb out by rolling a 5-6 on 1d6.

Enjoy!
Kyle+

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