Requires a deck of playing cards. Make four stickers that says "AHHHH!!!" or "TRAP!!!" , something to convey the idea that the player is screwed. Place the stickers on the Aces and there you go. Instant Floor Card deck. What does it do? I'll explain...
- Every time a player takes a step into a square where no player has entered before, draw a Floor Card. If the card is normal, nothing happens. If the card says "TRAP!!", then pull a Trap Card (See below) for that player. Simple enough, eh? Here's a few more rules, though :
- If a player moves, and even if all the squares have been entered before, he must pull one Floor Card at minimum. To counter-act the effects of a trap, the player may declare "Looking for traps while moving" as his action. He may not look for traps while doing any other action. Looking for traps gives the player a bonus towards saving.
(Oh, BTW. Every time the event phase is a 6, or the players enter a new room, reshuffle the Floor Cards lightly)
Requires 20 Playing Cards. Make 1 sticker that says "Secret Door!" and stick it to one of the cards. During the turn, a player may declare "Looking for secret doors" as an action. He then would roll a die for every point of initiative he posesses. (-1 for Bar, +1 for Wiz, +2 for Elves and Dwarves) If any of the dice come up a 6, pull a secret door card. If not, no further attempts may be made by that player in that room.. If the card has a "Secret Door!" sticker, proceed to add a secret room on the side... Only one Secret Door card may be drawn per room.
Requires 10 playing cards. Make the following stickers (Using printer labels) :
6 "Unlocked!" Stickers 1 "Stuck!" Sticker 2 "Locked!" Stickers 1 "Trapped!" Sticker
Unlocked : Open normally.
Stuck : The opener must roll 1 die for each point of strength he/she has. If any are 6's, the door opens. If not, too bad. Try again next turn. If any come up a 1 and none are a 6, take 1 point of damage for ramming the door. (Not per 1, just if any are a 1)
Locked : Up to the players to open. I usually say doors have 6 Toughness and 15 Wounds. It could vary depending on texture though.
Trapped : The opener must take a trap card. (If he declared "I'm inspecting the door for traps" prior to opening the door, he gets to bonuses to save vs. the trap) The door is considered locked.
Requires index cards cut half.
- On each, write a trap such as Poison Gas, Pit, Spear, etc. Make the damage modified by battle-levels (EG 1D6 vs champions, 2D6 vs heros, 3D6 vs lords) At the bottom of each card, put a "save chart". An example of a trap card is below :
------------------------------------------------------------------------
Falling Stone Fist
Damage : 1D6 + (1D3 x BL) NoModForArm
Dodge Chance : Bar : 5 Wiz : 5 Elf : 4 Dwarf : 6
------------------------------------------------------------------------
The numbers after the four classes are how many dice the victim must roll. If any come up as 1, the victim fails to avoid the trap and takes the damage as listed. If the victim "Looked for traps", he may roll 2 less dice during the save...
Beleive it or not, I really do use this system. It makes the dungeons far more interesting, and a bit less "random". Everyone has to watch where they step, secret doors can be found, and doors aren't always "ready to go" when you are running from an ogre...