Dungeon Master's Guide
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I<br />
/<br />
d20<br />
2<br />
4-8<br />
9-12<br />
13-14<br />
15<br />
16<br />
17<br />
18<br />
19<br />
Obstacle<br />
Antilife aura ."c" a r,;o usof1d10 x 10ft.; while in<br />
the aura, li ·ng crea-Jres can't regain hit points<br />
Battering winos re uce speed by half, impose<br />
disadvantage on ranged attack roll s<br />
Blade barrier blocks oassage<br />
Cave- in<br />
Chasm 1d4 x 10 . vide and 2d6 x 10ft. deep,<br />
possibly connec ed to other levels of the dungeon<br />
Flooding leaves 2d10 ft. of water in the area; create<br />
nearby upward-sloping passages, raised floors, or<br />
rising stairs to contain the water<br />
Lava flows through the area (50 percent chance of<br />
a stone bridge crossing it)<br />
Ove rgrown mushrooms block progress and must<br />
be hacked down (25 percent chance of a mold or<br />
fungus du ngeon hazard hi dden among them)<br />
Poisonous gas (deals 1d6 poison damage per<br />
minute of exposure)<br />
Reverse gravity effect causes creatures to fall toward<br />
the cei lin g<br />
Wall of fire blocks passage<br />
20 Wall of force blocks passage<br />
RANDOM TRAPS<br />
If you need a trap quickly or want to drop random<br />
traps into a dungeon, use the sample traps presented<br />
in chapter 5, "Adventure Environments" or the tables<br />
below. If you use the tables, start with the Trap Effects<br />
and Trap Trigger tables to decide the type of trap,<br />
then use the Trap Damage S everity tables to decide<br />
how deadly it should be. For more information on trap<br />
damage severity, see chapter 5.<br />
TRAP TRIGGER<br />
d6<br />
Trigger<br />
Stepped on (floor, stairs)<br />
2 Moved through (doorway, hallway)<br />
3 Touched (doorknob, statue)<br />
4 Opened (door, treasure chest)<br />
5 Looked at (mural, arcane symbol)<br />
6 Moved (cart, stone block)<br />
TRAP DAMAGE SEVERITY<br />
d6<br />
1- 2 Setback<br />
Damage Severity<br />
3-5 Dangerous<br />
6 Deadly<br />
TRAP EFFECTS<br />
dlOO<br />
01-04<br />
05-07<br />
08-10<br />
11-12<br />
,13-14<br />
15-16<br />
17- 19<br />
20-23<br />
24-27<br />
28-30<br />
31-33<br />
34-36<br />
37-39<br />
40-43<br />
44-46<br />
47-49<br />
50-52<br />
53-56<br />
57- 59<br />
60-62<br />
63-67<br />
68-70<br />
71-73<br />
74-77<br />
78-81<br />
82-84<br />
85-88<br />
89-91<br />
92-94<br />
95-97<br />
98-00<br />
Effect<br />
Magic missiles shoot from a statue or object<br />
Collapsing staircase creates a ramp that deposits<br />
characters into a pit at its lower end<br />
Ceiling block falls , or entire ceiling collapses<br />
Ceiling lowers slowly in locked room<br />
Chute opens in floor<br />
Clanging noise attracts nearby monsters<br />
Touching an object triggers a disintegrate spell<br />
Door or other object is coated with contact poison<br />
Fire shoots out from wall, floor, or object<br />
Touching an object triggers a flesh to stone spell<br />
Floor collapses or is an illu sion<br />
Vent releases gas: blinding, acidic, obscuring,<br />
paralyzing, poisonous, or sleep-inducing<br />
Floor tiles are electrified<br />
Glyph of warding<br />
Huge wheeled statue rolls down corridor<br />
Lightning bolt shoots from wal l or object<br />
Locked room floods with water or acid<br />
Darts shoot out of an opened chest<br />
A weapon, suit of armor, or rug animates and<br />
attacks when touched (see "Animated Objects" in<br />
the Monster Manual)<br />
Pendulum, either bladed or weighted as a maul,<br />
swings across the room or hall<br />
Hidden pit opens beneath characters (25 percent<br />
chance that a black pudding or gelatinous cube<br />
fills the bottom of the pit)<br />
Hidden pit floods with acid or fire<br />
Locking pit floods with water<br />
Scything blade emerges from wall or object<br />
Spears (possibly poisoned) spring out<br />
Brittle stairs collapse over spikes<br />
Thunderwave knocks characters into a pit or spikes<br />
Steel or stone jaws restrain a character<br />
Stone block smashes across hallway<br />
Symbol<br />
Walls slide together<br />
RANDOM TRICKS<br />
Tricks are quirkier and less deadly than traps. Some<br />
are effects left behind by the dungeon's creators, while<br />
others might be manifestations of the strange magical<br />
energy suffusing the dungeon.<br />
The following tables allow you to generate random<br />
tricks. Roll first to determine an object that the trick<br />
is placed on, then roll to determine the nature of the<br />
trick. Some tricks are permanent effects that can't be<br />
dispelled; others are temporary or can be neutralized<br />
with a dispel magic spell. You decide which is which.<br />
APPENDIX A I RANDOM DUNGEONS<br />
297