Nearby hidden traps are tested against Perception. Particularly subtle traps are harder to notice.
Traps can hide in rooms and containers. Perception may reveal them, but a revealed trap still threatens anyone who crosses or handles it carelessly.
Nearby hidden traps are tested against Perception. Particularly subtle traps are harder to notice.
Moving through a trapped direction tests the ability named by the trap. Failure allows the trap to strike.
A trap hidden inside a container can fire when the container is opened, before its contents are safely available.
Trap work rewards both a steady hand and patience. Practice improves later attempts.
Disarming tests Dexterity and Patience, improved by trap proficiency. A disarmed trap can be collected.
Resetting leaves the trap revealed and dangerous, ready to catch another creature that enters its path.
Roaming enemies can trigger traps. A well-placed mechanism can turn the dungeon against its own inhabitants.
Locked exits and containers can be opened by the correct key, careful lockpicking, or force.
The correct key opens its lock and is consumed. A wrong key costs the attempt but remains in hand.
Dexterity and lockpicking practice improve the chance. Lockpicks lose durability on every attempt.
Strength can force some locks. Failure may damage the weapon used and leaves the lock closed.