TRAPS add danger to a location. Unlike natural hazards, a TRAP is set by an NPC to scare away or hurt other characters. The GM should always give PCs an opportunity to detect and escape TRAPS. The GM can request a SKILL CHECK to see if a PC will avoid a tricky TRAP.
SKILLS like INVESTIGATION, NATURE and WIT can allow PCs to notice a TRAP ahead of time. SKILLS like ATHLETICS and STEALTH can allow PCs to escape a TRAP unharmed. Some MAGICAL ITEMS, EQUIPMENT, and SPELLS are also useful for avoiding TRAPS.
Examples of TRAPS are tripwires, rigged doors, hidden ditches, falling nets, collapsing ceilings, poison arrows, and objects that cast SPELLS when triggered.
If a PC does not escape a TRAP, they will suffer a CONDITION or lose HEALTH. A player should lose HEALTH equal to their LEVEL. The GM can add to this number if they want. The higher the number, the more DEADLY a TRAP is for PCs.
The GM can reward PCs with TREASURE for their victories. A victory could be avoiding a TRAP, solving a puzzle, winning in COMBAT, pickpocketing, or clever role-playing. TREASURE can include COIN, GEMS, WEAPONS, MAGICAL ITEMS, MOUNTS, and more. When deciding on TREASURE, the GM should think about PCs' stats and how they might use the TREASURE.
Below are ways to calculate suggested rewards. ¢ can also represent items of similar worth. The amounts are for each character in a group.
¢ : Roll d12 x 10
¢ : LEVEL x 100
¢ : LEVEL x 100
¢ : LEVEL x 1000