Page 297 - Dungeon Master's Guide
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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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