Random Dungeon Traps & Obstacles
TableLand of Eem Core Rulebook · p.203
Open source p.203No table.
| d100 | Name | Description |
|---|---|---|
| 1–2 | Mung Trap | The door forward has a circular brass lock where the doorknob would be. Failing to pick the lock, or trying to bash the door down, causes a trapdoor in front of it to open into a 20- foot drop and a pit full of mung. |
| 3–4 | Corridor of Beasts | A hallway lined with five iron cages, in which a menagerie of critters skulks: a koogra, a ramgore, a thunderhorn, a dracopillar, and a merga toad. In front of each is a concealed pressure plate that lets out the starved beast. |
| 5–6 | Sword Altar | Two stone altars stand on opposite sides of the room. An ornate sword rests on the farthest stone altar. Removing the sword triggers a series of rotating blades that fly from the floor, ceiling, and walls. Placing the sword on the other altar stops the blades. |
| 7–8 | Sticky Tome | An old leather-bound book with unfamiliar writing rests on a table. Opening the book is harmless, but turning the pages triggers a mystical, gummy ooze that curses the book's handler with hands so sticky they can't release their grip from anything they touch. Rune words to undo the curse and open the exit door are written on the inside back cover. |
| 9–10 | Scumseer Idol | The crude, black stone idol of a tentacled monster rests in a small pile of gold. Removing the idol ignites torches all around the room as it weeps black oil. The idol weeps and floods the room until the oil touches the torches and explodes (2 minutes). The only exit is a small grate in the ceiling. |
| 11–12 | Sinking Causeway | A 50-foot causeway sinks under the weight of more than one person. X-in chance it sinks per person walking across at one time. When the causeway sinks it plunges into cold, brackish water filled with frost jellies. |
| 13–14 | Brittle Bridge | An ordinary door opens onto a crystal bridge connecting this room to the next. For each person that crosses it, the bridge becomes more brittle and ultimately breaks (Xin chance it crumbles per person walking across). Below is a 30-foot fall into a pit of chromadytes. |
| 15–16 | Crossbow Chandelier | An elaborate ballroom with a marble dance floor, punch bowl, and music emanating from the walls. A huge chandelier spans above the dance floor, made from dozens of crossbows. Passing beneath the chandelier without dancing activates the crossbows ( Dread, fires 4 times before exhausted). |
| 17–18 | Golden Gator | The way dead ends into an empty treasure room with a large, golden gator statue in the corner. The gator's mouth is partly ajar with a shining weirding gem in its jaws. Removing the gem results in the gator's mouth snapping shut inflicting Dread, but a secret door opens. Quickly replacing the gem with a similar sized object prevents the trap from triggering, and the door will open. |
| 19–20 | Hand Grabber | The way dead ends into an empty room with a locked chest in the corner. Any attempt to unlock the chest conjures a toothy maw that latches onto the offender's hand, inflicting Dread every minute. The creature gleefully lets go if fed something delicious. |
| 21–22 | Super Spring Traps | An uneven wooden floor hides a series of spring traps with enough power to propel a PC directly into the hard stone ceiling ( Dread). |
| 23–24 | Golden Soup | A room with a cauldron hanging over a doused fire and a coin-operated door at the far end. Within the cauldron is a slimy translucent soup with square coins glittering at the bottom. Anyone attempting to collect the coins suffers a random curse. Relight the fire, however, and the soup instantly burns away, making the coins safe to take. |
| 25–26 | Biting Rope | A collapsed hallway floor over a chasm. A single rope hangs from the ceiling, just out of reach, but long enough to swing to the other side. Tiny quills woven into the rope make it painful to grab and difficult to let go ( Dread and Roll+Might to let go). |
| 27–28 | Whispering Wall | A fresh, whispery breeze blows from the outline of a false secret door at the far end of a hall. When the false door is opened, arrows fire from a Felmog porcupine siege device on the other side ( Dread). The real secret door is on the right side, barely discernible by deep grooves in the stone. |
| 29–30 | Fountain of Swords | A fountain babbles in the center of an ornate room. The surface glimmers with cool light, but upon closer inspection, the fountain is actually a well with a ladder leading down. But a dozen enchanted, liquid swords spring out and attack (as creeper—Attack:, Dread:). |
| 31–32 | Abandoned Gauntlet | The room looks to be an abandoned training room with brass golems and a low, collapsing ceiling. The only way through requires crawling, and the golems whir to life when anyone comes near, spinning with bludgeons and blades. |
| 33–34 | Collapsing Stairs | A staircase spirals downward. The stairs moan and creak and once the PCs reach the middle, the stairs flatten into a slide that drops them into a locked prison cell. The exit is on the other side of the bars. |
| 35–36 | Phantasmal Pendulum | A chamber filled with a dozen swinging pendulums, their silver blades ringing as they slice through the air. Only three of them are real, the rest are illusions. |
| 37–38 | Eavesdropper's Wall | Behind a trick wall, a group of bandits awaits the PCs, overhearing their every word. The bandits wait for an opportune moment to reveal themselves, ready to strike. |
| 39–40 | The Illusionary Path | A tunnel diverges into two paths: one dark, dank, and covered in cobwebs, the other well-lit and clean. Anyone who closely examines the clean path can tell that it's a magical illusion. However, the well-lit path is indeed the safe path to the next area, while the dark path leads to an inkpot spider nest. |
| 41–42 | The Dumbwaiter | The only exit is a dumbwaiter, big enough for one person. It lowers down into a kitchen where a villainous chef (as warrior) is looking to cook PCs and feed them to a captive gator. |
| 43–44 | Cave-In | The passage is unstable and the ceiling begins to rumble and crack. Rocks and debris shake loose and anyone who doesn't immediately dash forward gets caught in the cave-in (Nimbleness Check or suffer Dread). |
| 45–46 | Portcullis | A rusty iron portcullis suddenly crashes down, trapping half the PCs inside the room with four sputter-guards equipped with flamethrowers. |
| 47–48 | Reverse Gravity | The PCs find themselves impossibly standing on the ceiling of a barren room. A single switch on the floor deactivates the magic and opens the way forward. |
| 49–50 | Wall of Fire | A 5-foot thick, blazing wall of fire blocks the hallway, so hot it scorches the PC's eyebrows. |
| 51–52 | Wall of Ice | A solid, frozen mass of ice blocks the way, so cold the PCs can see their breath. The ice is about five feet thick. |
| 53–54 | Lava Flow | A slow, babbling flow of lava divides the room, easily 15 feet wide. |
| 55–56 | Moving Platforms | A series of moving platforms float in seemingly random patterns above a yawning pit. They move to the rhythm of an old folk song from the Drippy Downs. |
| 57–58 | Acid Pool | A large, still pool of acid about thirty feet wide blocks the way. Anything less than Magic metal sizzles, smokes, and dissolves violently within seconds. |
| 59–60 | Bed of Funghouls | A docile bed of funghouls covers the floor. They look like normal mushrooms until something gets close, then they gnash their teeth and growl ravenously, ready to devour. |
| 61–62 | Rolling Drill | A patrolling mechanical drill powered by mad boggles plugs up the passageway as it barrels toward the PCs, demolishing and ripping anything unfortunate enough to be left in its path. |
| 63–64 | Flooded Chamber | A chamber flooded with water. The exit is hidden somewhere at the bottom through a grate. A ryzophant patrols the water. |
| 65–66 | Rickety Rope Bridge | A rickety rope bridge stretches over a chasm. It holds the PCs' weight if they step lightly, but the more they struggle the more it swings, potentially throwing everyone into the chasm. |
| 67–68 | Kaleidoscorpion Den | A colony of stinging kaleidoscorpions skitter all over the ceiling and walls, casting disorienting kaleidoscopic patterns that obscure the way forward. |
| 69–70 | Sinkworm Brood | The ground of the passageway is composed entirely of sinkworms—writhing, squirming, and waiting to devour anything that steps on them. |
| 71–72 | Guttersnail Nest | A nest of guttersnails slowly inch along the floor and walls. Their sticky slime covers the floor as their shells knock together like billiard balls. |
| 73–74 | Ligershark Pool | A deep, dark pool is home to a ligershark, impossible to see from the shore. The water is 100 feet deep, and 30 feet to the other side. |
| 75–76 | Raging Ramgore | A ramgore rages in a pit below, smashing its huge horns into the walls, cracking the stone. The only obvious way across is the left wall, which is covered in worn climbing grips. |
| 77–78 | Menace in a Jar | A room stacked with two dozen huge jars that teeter precariously on narrow shelves in tight rows. Every jar contains a muckman. |
| 79–80 | Skeeter Hatchery | Buzzing, skittering sounds reveal a hatchery of skeeters hovering around hundreds of their egg clutches, all stuck to the walls and ceiling. |
| 81–82 | Pillar Bridge | A dozen wooden pillars are driven into a pit, 5 feet apart from one another. Writhing singe vipers wait below. |
| 83–84 | Witchbreath | A dense fog of witchbreath, otherwise known as gloom, fills the chamber and passages. Everyone is immediately filled with a deep sense of dread. |
| 85–86 | Lost Prison | A series of closed jail cells packed with skeletons, save one that holds a random NPC. If set free, a stone golem appears and tries to imprison everyone. |
| 87–88 | Enchanted Painting | A huge beautiful painting of a forest landscape dominates a small chamber. Inspecting the painting reveals that the birds and clouds move slightly and a weorg blinks its red eyes. The painting is an enchanted portal. The PCs must navigate the wilderness to reach the other side, chased all the while by the menacing weorg. |
| 89–90 | Choppers | A series of five huge cleavers line the hallway, still as death. Any movement into the hall sets them off in violent chopping motions. |
| 91–92 | Rat Thief | A nabber rat skitters into a tiny hole, dragging away what must be the key to the next chamber door. |
| 93–94 | Throngweed Maze | A maze of black, thorny throngweed blocks the way, leaving no room to pass without getting scratched up by the barbs. |
| 95–96 | Poison Gas | A nondescript hallway. Faint footsteps in the dust line the edge of the walls. Unless the PCs hug the walls, yellow, sour-smelling poison gas floods the area, causing them to pass out. When they awake, their weapons are gone—stolen by goblin bandits. |
| 97–98 | Collapsed Tunnel | The tunnel forward has partially collapsed. Not even a boggle could squeeze through without moving rocks and debris for quite a while. |
| 99–100 | Molten Moat | A half-raised drawbridge hovers over a moat of molten lava, and beyond the drawbridge lies a closed portcullis. The winches to lower the bridge and raise the portcullis are located behind the portcullis. |