Traps (DF)

Dungeons are often a combination of monsters, exploration, traps, and puzzles--this page is dedicated to the traps!
== How to Trap ==
Before designing a trap, remember that the fundamentals of a trap aren't just to punish intruders, but to slow/inconvenience intruders until active defense arrives. An unwatched trap can--and might--eventually be bypassed. A good trap improves the defender's ability to defend. For unwatched, abandoned traps, see Cobwebs, below.
== Examples ==
Trap 	Description 	Details
Concealed CrossbowDF 2: Dungeons, p.20	A cleverly-hidden crossbow, activated by a tile pressure-plate. 	
* Detect: Per-based Traps at -9. 
* Disarm: DX-based Traps. Failure triggers! 
* Circumvent: Automatic (don’t step on tile). 
* Evade: Hearing roll at -2 allows Dodge at -2. 
* Effects: 1d+5 impaling. Shots: 1. 
* Rearm, Steal: No – crossbow is inside wall.
Frozen Runes 	These runes look supernaturally cold. You should probably not touch them.	
* Detect: Per-based Thaumatology, or Perception + Magery for mages. 
* Disarm: No. 
* Circumvent: DX-5 to walk without stepping on runes
* Evade: No. 
* Effects: Resist Frostbite-15 with HT or suffer 3d injury. 
* Shots: Infinite. 
* Steal: No.
Illusion-Covered Pit 	You thought there was no pit... but there was! 	
* Detect: Per-based Traps (or suitable spell). 
* Disarm: No. 
* Circumvent: DX or Jumping – or automatic with ladder, board, etc. 
* Evade: No. 
* Effects: 3d impaling. 
* Shots: Constant. 
* Steal: No.
== Cobwebs ==
Cobwebs are a colloquial term among DelversFanon for the abandoned traps and puzzles left behind in a lair or dungeon.
== References ==