The falling rules give 1d6/10' a little more teeth. Yeah, it takes something like 2000' to reach terminal velocity but to simplify we're capping it at 100' fall.
Traps are, well, there you go. There wasn't enough room to tell people to just put traps in where traps would logically be, rather than randomly in the middle of corridors the inhabitants want to use, corners of rooms, etc. I'm giving a simple mechanical solution because the whole figure-it-out-by-DM-discussion requires a lot of knowledge and advice (like this series).
Still to go: cleanup on monsters, treasure, examples, and a whole lot of tweaking and fixing.
Random Worldbuilding – The Use Beyond Use
7 hours ago


