0% found this document useful (1 vote)
242 views1 page

4AD Four Against The Forsaken Depths Traps Table

The document outlines a series of traps encountered in the Forsaken Depths, detailing their effects and the saving throws required to avoid or mitigate damage. Each trap has specific consequences, such as losing the ability to cast spells, falling into a trapdoor, or being attacked by a monster. Additionally, it includes modifiers for different character types, such as Halflings and Wizards, and describes the potential for treasure from defeated traps.

Uploaded by

sergiodasher23
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (1 vote)
242 views1 page

4AD Four Against The Forsaken Depths Traps Table

The document outlines a series of traps encountered in the Forsaken Depths, detailing their effects and the saving throws required to avoid or mitigate damage. Each trap has specific consequences, such as losing the ability to cast spells, falling into a trapdoor, or being attacked by a monster. Additionally, it includes modifiers for different character types, such as Halflings and Wizards, and describes the potential for treasure from defeated traps.

Uploaded by

sergiodasher23
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Four Against the Forsaken Depths

Forsaken Depths Trap Table (roll d6)


All Traps are HCL+Tier+2. All characters add +½ L to the Saves listed below.
Halflings may always reroll a failed Save unless a better alternative is listed
for them. Additional modifiers, if any, are in the descriptions of the Traps.
Magic Resistant Liquid. A random party member must Save or be splashed
with a magic resistant liquid that will prevent the character from using any spell
1
or prayer, including those on scrolls or cast through magic items, for the next
hour /six rooms. Elves Save at an additional +1. Wizards Save at +L.
Oblivion Trapdoor. The first character in the marching order must Save or
fall into a trapdoor, taking 1 damage from the fall. The character can come out
of the trapdoor only with the help of at least one friend. All the other party
member must Save or forget the friend even existed! If no character remembers
2 the character fallen into the trapdoor, that character and his/her equipment is
lost forever. The oblivion magic extends to the rest of the world. Even if the
forgotten character was member of a guild, he will be forgotten by all colleagues,
relatives, lovers and friends.
Obsidian Disk. A large obsidian disk, sharp and rotating like a buzz saw, is
shot from a mechanism in a wall and flies against the party. All party members
must Save (rogues add +L, all characters add their Armor and Shield bonus to
3 the Save) or receive Tier+2 damage. The obsidian disk shatters into 1d6 pieces.
Each of them can be fashioned into a brittle but very sharp Masterwork Knife
(a Light edged weapon that breaks on any Attack roll of 1, but increases by 1
the chance of an explosion). Those knives can be resold for 10 gp each.
Beast Cage. If the first character in marching order fails to Save vs. this Trap,
a magic cage in a wall opens and a random Weird Monster from the Forsaken
4 Depths Weird Monster Table attacks the party, gaining surprise. This monster
will have no Treasure and may not be the Final Boss of the adventure.
Soulbinding Trap. The last character in marching order must Save vs. this
Trap or be bound to the current room. Until a Blessing is used to free the
character, the character will suffer the loss of 1 Life or gain 1 Madness (player’s
choice) for each area of distance from this room. The character may remain in
5 the room and will not be disturbed by wandering monsters if left alone. Doomed
characters (from the Delvers and Wanderers supplement) and artificial
characters (constructs, kuklas, eldritch puppets, golems, etc.) are immune to
this Trap. Elemental characters are NOT immune.
Disintegration Blast. A random character must Save or be incinerated. If the
character carries any permanent magic item (single use items like potions or
6 scrolls do not count), the character may have the magic item be disintegrated
instead, taking Tier+1 damage from the concussion. Halflings may reroll this
Save twice and choose the best result.

63

You might also like