Page 297 - Dungeon Master's Guide
P. 297

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           d20   Obstacle
                 Antilife aura  ."c" a r,;o usof1d1 0 x  10ft.;  while in
                 the aura, li  ·ng crea-Jres can't regain hit points
            2    Battering winos re  uce speed by half, impose
                                                           TRAP  EFFECTS
                 disadvantage on ranged attack rolls
                 Blade barrier blocks oassage                dlOO   Effect
           4-8   Cave-in                                    01-04   Magic missiles shoot from a statue or object
           9-12   Chasm  1d4 x 10  .  vide and 2d6 x 10ft. deep,   05-07   Collapsing staircase creates a ramp that deposits
                 possibly connec ed to other levels of the dungeon   characters into a pit at its lower end
           13-14   Flooding leaves 2d10 ft. of water in  the area; create   08-10   Ceiling block falls , or entire ceiling collapses
                 nearby upward-sloping passages, raised floors, or   11-12   Ceiling lowers slowly in  locked  room
                 rising stairs to contain the water         ,13-14   Chute opens in  floor
            15   Lava flows through the area  (50 percent chance of   15-16   Clanging noise attracts nearby monsters
                 a stone bridge crossing it)                 17- 19   Touching an object triggers a disintegrate spell
            16   Overgrown mushrooms block progress and must   20-23   Door or other object is  coated with contact poison
                 be hacked down  (25  percent chance of a mold or   24-27   Fire shoots out from wall, floor, or object
                 fungus du ngeon hazard hidden among them)   28-30   Touching an object triggers a flesh  to stone spell
            17   Poisonous gas (deals  1d6 poison damage per   31-33   Floor collapses or is  an  illusion
                 minute of exposure)                        34-36   Vent releases gas: blinding, acidic, obscuring,
            18   Reverse gravity effect causes creatures to fall  toward   paralyzing, poisonous, or sleep-inducing
                 the ceiling                                37-39   Floor tiles are electrified
            19   Wall of fire  blocks passage               40-43   Glyph of warding
            20   Wall of force  blocks  passage             44-46   Huge wheeled statue rolls down corridor
                                                            47-49   Lightning bolt shoots from wall or object
         RANDOM TRAPS                                       50-52   Locked  room floods with water or acid
                                                            53-56   Darts shoot out of an opened chest
         If you need a trap quickly or want to drop random
         traps into a dungeon, use the sample traps presented   57- 59   A weapon, suit of armor, or rug animates and
         in chapter 5, "Adventure Environments" or the tables      attacks when touched  (see "Animated Objects" in
         below. If you use the tables, start with the Trap Effects   the Monster Manual)
         and Trap Trigger tables to decide the type of trap,   60-62   Pendulum , either bladed or weighted as a maul ,
         then use the Trap Damage Severity tables to decide        swings across the room or hall
         how deadly it should be. For more information on trap   63-67   Hidden pit opens beneath characters (25  percent
         damage severity, see chapter 5.                           chance that a black pudding or gelatinous cube
                                                                   fills  the bottom of the pit)
        TRAP  TRIGGER
                                                            68-70   Hidden pit floods with acid or fire
           d6    Trigger                                    71-73   Locking pit floods with water
                 Stepped on  (floor, stairs)                74-77   Scything blade emerges from wall  or object
            2    Moved through  (doorway, hallway)          78-81   Spears (possibly poisoned)  spring out
            3    Touched (doorknob, statue)                 82-84   Brittle stairs collapse over spikes
            4    Opened (door, treasure chest)              85-88   Thunderwave knocks characters into a pit or spikes
            5    Looked at (mural, arcane symbol)           89-91   Steel or stone jaws restrain a character
            6    Moved  (cart, stone block)                 92-94   Stone block smashes across hallway
                                                            95-97   Symbol
        TRAP  DAMAGE SEVERITY                               98-00   Walls  slide together
           d6    Damage Severity
           1- 2   Setback                                 RANDOM TRICKS
           3-5   Dangerous                                Tricks are quirkier and less deadly than traps. Some
            6    Deadly                                   are effects left behind by the dungeon's creators, while
                                                          others might be manifestations of the strange magical
                                                          energy suffusing the dungeon.
                                                            The following tables allow you to generate random
                                                          tricks. Roll first to determine an object that the trick
                                                          is placed on, then roll to determine the nature of the
                                                          trick. Some tricks are permanent effects that can't be
                                                          dispelled; others are temporary or can be neutralized
                                                          with a dispel magic spell. You decide which is which.


                                                                            APPENDIX A  I RANDOM  DUNGEONS
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